Re: [Bf-committers] Color space and alpha issues

2011-12-15 Thread Bartek Skorupa
Re wiki page: When explaining math behind mixing "Over" image with  
background (straight alpha) it should be: [(Over.RGB * Over.Alpha) +  
(Background.RGB * (1 - Over.Alpha))].
Formula at the page is: [(Over.RGB * Over.Alpha) + Background.RGB].
Shouldn't it be corrected?

In my opinion it should be as follows:
"over" image mixed with "normal" blending mode, or "mix" blending mode:
  [(Over.RGB * Over.Alpha) + (Background.RGB * (1 - Over.Alpha))]

"over" image mixed with "Add" blending mode:
  [((Over.RGB + Background.RGB) * Over.Alpha) + (Background.RGB * (1 -  
Over.Alpha))].

"over" image mixed with "Multiply" blending mode:
  [((Over.RGB * Background.RGB) * Over.Alpha) + (Background.RGB * (1 -  
Over.Alpha))].

Other blending modes - accordingly to their math.


Bartek Skorupa


On 2011-12-15, at 15:31, Brecht Van Lommel wrote:

> Hi,
>
> Color management and alpha issues are a recurring topic, I've written
> a wiki page explaining issues with the current code and what I think
> should be done to solve them:
> http://wiki.blender.org/index.php/Dev:Source/Image/Color
>
> You might notice I'm not really mentioning OIIO/OCIO. It's a nice
> project to integrate those, but it doesn't solve current issues and is
> fairly orthogonal to the proposed changes.
>
> I might not have time to tackle this for 2.62, but it doesn't
> necessarily need to be done all in one big change. Feedback welcome,
> about what you think should be done different, and which alpha format
> convention should be used?
>
> Thanks,
> Brecht.
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Re: [Bf-committers] Blender App Central / Add-on Manager

2012-01-09 Thread Bartek Skorupa
I must disagree with you on that
All add-ons or scripts are for users, not for developers.
If I want my addon to be used only by me - I wouldn't have made it  
public in a first place.
Believe it or not, but current system is way too difficult for artists.
Artists don't have a clue what SVN and other such things are and they  
will never learn because this is not their field.
There are several scripts or addons that people don't know about  
because it's simply impossible to find them for "human being".
If I know how to write a script, decided to maintain it - it shouldn't  
be that hard to follow some rules.
I personally maintain a simple script and don't find that very hard to  
take care about all required stuff.
Script without documentation is worth absolutely nothing, no matter  
how fantastic it is. If it can be used only by its developer? Who  
needs it?

Cheers

Bartek Skorupa

On 2012-01-09, at 16:19, Aurel W. wrote:

> Another managment overlay for scripts? The current scheme is already
> way too bureaucratic, wikipages, script tracker, svn,... all sorts of
> conventions. It's hard what you have to care about, when you just want
> to maintain a simple script.
>
> aurel
>
> On 9 January 2012 15:23, Ton Roosendaal  wrote:
>> Hi Moraes,
>>
>> Good you remind us, and a promising concept this... it is probably  
>> well possible to make this work inside a browser and somehow hook  
>> it up via python with Blender itself. Makes it more feasible to  
>> implement too.
>>
>> Next steps could also be to add import/exporters, themes, default  
>> startup blends, material repositories, node groups... or then even  
>> docs, tutorials, video tuts?
>>
>> And then the obvious question pops up "But would it allow  
>> commercial offers too?". I am well aware of the success of Mac's  
>> appstore, Android Market and Ubuntu Centre.
>>
>> It's something we could carefully look into and investigate.  
>> Blender Foundation/Instutute is doing good bizz still selling dvds  
>> and books, but that won't last forever. Selling (licensed) digital  
>> data is not something BF itself should do though, we have a mission  
>> to keep things free and open.
>>
>> However; there must be ways to cooperate with a 'closed' world,  
>> especially if the boundary is clear, and when the spirit of our  
>> project is not in danger (Blender as a full functional open and  
>> free environment for 3d creation).
>>
>> -Ton-
>>
>> 
>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
>> Netherlands
>>
>> On 9 Jan, 2012, at 14:22, Mango Jambo wrote:
>>
>>> Hi all,
>>>
>>> At Blender Pro, the Blender conference Brazil, I was talking to  
>>> Ton, Dalai,
>>> Pablo Vasquez and other artists about a great idea for Blender:  
>>> the Blender
>>> Addon/App Central.
>>>
>>> *The problem today:*
>>> - It is hard to find an add-on if you never did before;
>>> - Even if you did it, you need to find it again: Blender.org >  
>>> Download >
>>> wiki Python Scripts (add-ons?) > Script Catalog;
>>> - Some of them gives an outside link to download, like  
>>> blenderartist,
>>> dropbox, etc.;
>>> - To install you need to Download and then install by Blender Add-on
>>> install button or copy straight to the add-on folder (and find this
>>> folder). Some Add-ons has folders and other files, so the install  
>>> button
>>> doesn't work for it;
>>> - We never know if there is a new add-on version (Contrib and  
>>> External);
>>> - We don't know which add-ons are most downloaded or even users  
>>> feedback
>>> about it. Well, there is some Blenderartists threads, but nothing  
>>> more
>>> "official" about it;
>>> - Every time we need to install Blender in another computer, we  
>>> need to
>>> copy/download add-ons again. Some people makes use of Dropbox for  
>>> it, or
>>> copy the Blender user Preferences Folder, but it is not a casual  
>>> task
>>> (mainly for artists, thrust me! ;] );
>>>
>>> *Proposal*
>>> To transform the current Script Catalog into a friendly and  
>>> intuitive
>>> Add-on/App Manager inside Blender, showing votes, comments, updates,
>>> favorites, etc. and, option

Re: [Bf-committers] Render Layer Proposal

2012-01-17 Thread Bartek Skorupa
Before I start commenting, let me say that I am with you and also  
think that the way Render Layers are rendered could get some  
improvements.
I fully agree that it would be very useful to have an option to  
automatically render every pass of every render layer to separate  
folder without having to go through the pain of dozens of File Outputs.

I have however a few questions:

> *Only 1 RenderLayer*
> You can't use the power of RenderLayer when saving into file  
> sequence! By
> that I mean using more than 1 RenderLayer with each of them having  
> specific
> parameters (Layers, mat overall, certain passes).
> Only the first RenderLayer get rendered the other one are ignore.  
> This mean
> using the power of this feature is only available if you are using B's
> compositor otherwise it is useless.


What do you mean saying that "Only the first RenderLayer gets rendered"?
When you render to MultiLayer exr - all passes of all render layers  
get stored.

> *Only Combined get Saved*
> Probably the worst part. If you have checked multiple passes, but  
> didn't
> save into a Multi-layer file format (ie exr), then the passes are  
> useless.

I don't quite follow. If you really want to store all of the passes -  
you simply select MultiLayer as a format and you're done.
You can add in in compositor in some other file if you wish and have  
full access to all of the passes of all of the render layers.
I don't fully understand what you mean here.


Cheers

Bartek Skorupa

www.bartekskorupa.com




On 2012-01-16, at 21:46, François T. wrote:

> Hi everyone,
>
> Yet another proposal, so I know nobody have times for proposal and  
> stuff
> but since I passed the entire day linking renderlayers passes to  
> fileOut
> one by one, my head hurts ! So I have to give it a shot !
> Once again, I guess I'm the only one using Blender with other apps  
> because
> I really don't understand how people can stand the current workflow.
>
> I'm working on a project where all 3D is done in Blender and  
> composited in
> AE. AE does support EXR multilayer extraction, but its via plugin (not
> native as in Nuke) so it is slow (especially if you working in 32bpc  
> HD).
> So I decided to render each 3D passes (in my case Combined, Z,  
> Diffuse,
> Spec, Color, Velocity, UV and AO) to its own file sequences and here  
> are
> all the bumps I got.
>
> *Only 1 RenderLayer*
> You can't use the power of RenderLayer when saving into file  
> sequence! By
> that I mean using more than 1 RenderLayer with each of them having  
> specific
> parameters (Layers, mat overall, certain passes).
> Only the first RenderLayer get rendered the other one are ignore.  
> This mean
> using the power of this feature is only available if you are using B's
> compositor otherwise it is useless.
>
> *Only Combined get Saved*
> Probably the worst part. If you have checked multiple passes, but  
> didn't
> save into a Multi-layer file format (ie exr), then the passes are  
> useless.
> To do so you have to (except if I missed something) :
> - turn ON the compositor
> - plug a pass to a FileOut Node
> - setup the FileOut Node
> - repeat the step for each passes
> - leave a Compositor Node (otherwise it refuse to render the  
> animation)
> which will create another file sequence in the output folder you  
> defined in
> your Render settings (extra useless GB used on my harddrive)
>
> Yes, I could probably create a quick and dirty python scripts which  
> will do
> all that for me in one click! But this is not the point since,  
> correct me
> if I'm wrong, I think that going through the compositor only to do  
> that is
> slowing down the render time and play with memories and stuff for  
> nothing.
> Its like combining passes, to seperate them again to save them into
> different files  o_O
>
> Plus on top of that, even with a python script, this workflow is  
> still a
> pain in the ***
>
>
>
> *Proposal*
>
> The idea would be to bypass all this nightmare in case you have :
> - more than 1 renderLayer turn ON
> - AND/OR more than 1 pass checked
> - you didn't select a Multi-Layer file format
> - the compositor is not turn OFF
>
> Then all we have to do is using RenderLayers name and passes name to
> construct the file path as :
>
> render.folderPath + "/" + sceneRenderLayer.name + "/" +  
> render.fileName +
>> "_" + PassName + .EXT
>
>
> *note that in this case seperating the render.folderPath and the
> render.fileName would also be a change to the actual render.FilePath*
> *
> *
> Yet I don't know how complicated it would be to 

[Bf-committers] bpy.context.scene.frame_set(i) issue

2012-01-20 Thread Bartek Skorupa
Hi,

I'd like to draw your attention to frame_set(i) method.
In many scripts we have to refresh the scene several times, sometimes  
we need to collect some data for every frame in the whole animation.
In such cases the only way I know in blender's python is to set the  
frame using bpy.context.scene.frame_set(frame)
Almost every exporter that base on baking the data and exporting them  
as "keyframe for every frame" use this kind of loop:

start = bpy.context.scene.frame_start
end = bpy.context.scene.frame_end
for frame in range (start, end + 1):
 bpy.context.scene.frame_set(frame)
 '''
  all the magic that needs data for each frame 
 '''

My exporter to Adobe After Effects (io_export_after_effects.py) does  
exactly the same.

The issue here is that setting the frame sometimes takes ages.
I was once advised to use bpy.context.frame_current = frame
Well... It's very fast, but doesn't do the trick. It sets the frame,  
but doesn't update the scene and in most cases - this is what we want  
- We want to have our scene refreshed for every frame.

bpy.context.scene.frame_set(frame) method is so slow, that many  
exporters become almost useless or if not useless - very badly  
perceived because of their performance.
The process of simple export to After Effects can sometimes take  
several minutes and this is definitely not the performance we are  
looking for.
I looked through many existing exporters and they all use this method,  
so I suppose I'm not the only one facing "frame_set" speed issue.
Does anyone know other method to achieve refreshing the scene for  
every frame, but not that slow?

Isn't this performance a bug of some kind?

I'd appreciate any help.

Cheers,
Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] bpy.context.scene.frame_set(i) issue

2012-01-21 Thread Bartek Skorupa
1. Take any scene that plays back 1 frame per second or so. (I can't  
upload any example now, but I'm sure everybody has such scene  
somewhere). Many objects (2000?, 3000?), constraints, shapekeys,  
armatures, curves etc.
2. No matter if the layers are active or not, no matter what the draw  
mode is etc - it is slow. I can place all of my obs in layer 2,  
activate only empty layer 1, and it doesn't influence the speed.
3. Even if frame_set() is as fast as playback - I'm not happy. 250  
frames - 1 frame per second = 250sec. = 4 minutes. Who wants to wait 4  
minutes?

Bartek Skorupa

www.bartekskorupa.com


On 2012-01-21, at 00:58, Campbell Barton wrote:

> Hi Bartek,
>
> Would you be able to upload a test scene which is unusably slow?
> can't see why this would be any slower then playing back the animation
> (if anything should be faster since it doesn't have to draw).
>
> On Sat, Jan 21, 2012 at 9:58 AM, Bartek Skorupa
>  wrote:
>> Hi,
>>
>> I'd like to draw your attention to frame_set(i) method.
>> In many scripts we have to refresh the scene several times, sometimes
>> we need to collect some data for every frame in the whole animation.
>> In such cases the only way I know in blender's python is to set the
>> frame using bpy.context.scene.frame_set(frame)
>> Almost every exporter that base on baking the data and exporting them
>> as "keyframe for every frame" use this kind of loop:
>>
>> start = bpy.context.scene.frame_start
>> end = bpy.context.scene.frame_end
>> for frame in range (start, end + 1):
>> bpy.context.scene.frame_set(frame)
>> '''
>>  all the magic that needs data for each frame 
>> '''
>>
>> My exporter to Adobe After Effects (io_export_after_effects.py) does
>> exactly the same.
>>
>> The issue here is that setting the frame sometimes takes ages.
>> I was once advised to use bpy.context.frame_current = frame
>> Well... It's very fast, but doesn't do the trick. It sets the frame,
>> but doesn't update the scene and in most cases - this is what we want
>> - We want to have our scene refreshed for every frame.
>>
>> bpy.context.scene.frame_set(frame) method is so slow, that many
>> exporters become almost useless or if not useless - very badly
>> perceived because of their performance.
>> The process of simple export to After Effects can sometimes take
>> several minutes and this is definitely not the performance we are
>> looking for.
>> I looked through many existing exporters and they all use this  
>> method,
>> so I suppose I'm not the only one facing "frame_set" speed issue.
>> Does anyone know other method to achieve refreshing the scene for
>> every frame, but not that slow?
>>
>> Isn't this performance a bug of some kind?
>>
>> I'd appreciate any help.
>>
>> Cheers,
>> Bartek Skorupa
>>
>> www.bartekskorupa.com
>>
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>
>
>
> -- 
> - Campbell
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Re: [Bf-committers] bpy.context.scene.frame_set(i) issue

2012-01-21 Thread Bartek Skorupa

Thank you very much for that.
I will try it and maybe it will do the trick.
I wonder however if it updates objects when their matrices depend on  
other objects not included in selection (parenting, constraints, etc).

Anyway, thank you very much, I'll see if it improves anything.


Bartek Skorupa

www.bartekskorupa.com




On 2012-01-21, at 11:54, Campbell Barton wrote:

frame_set() updates all layers of the scene which I expect is the  
problem here,


there could be an optional argument to pass a layer list to
frame_set()  but this doesn't necessarily help if the current scene
layers are not setup efficiently.

looking into this you could update only the objects you want like  
this...


# objects to update
objects = bpy.context.selected_objects
scene = bpy.context.scene
start = scene.frame_start
end = scene.frame_end
for frame in range (start, end + 1):
   scene.frame_current = frame
   for obj in objects:
   obj.update_tag(refresh={'OBJECT'})  # 'DATA' too if you care
about geometry
   scene.update()
   '''
    all the magic that needs data for each frame ....
   '''


On Sat, Jan 21, 2012 at 7:56 PM, Bartek Skorupa
 wrote:

1. Take any scene that plays back 1 frame per second or so. (I can't
upload any example now, but I'm sure everybody has such scene
somewhere). Many objects (2000?, 3000?), constraints, shapekeys,
armatures, curves etc.
2. No matter if the layers are active or not, no matter what the draw
mode is etc - it is slow. I can place all of my obs in layer 2,
activate only empty layer 1, and it doesn't influence the speed.
3. Even if frame_set() is as fast as playback - I'm not happy. 250
frames - 1 frame per second = 250sec. = 4 minutes. Who wants to  
wait 4

minutes?

Bartek Skorupa

www.bartekskorupa.com


On 2012-01-21, at 00:58, Campbell Barton wrote:


Hi Bartek,

Would you be able to upload a test scene which is unusably slow?
can't see why this would be any slower then playing back the  
animation

(if anything should be faster since it doesn't have to draw).

On Sat, Jan 21, 2012 at 9:58 AM, Bartek Skorupa
 wrote:

Hi,

I'd like to draw your attention to frame_set(i) method.
In many scripts we have to refresh the scene several times,  
sometimes
we need to collect some data for every frame in the whole  
animation.

In such cases the only way I know in blender's python is to set the
frame using bpy.context.scene.frame_set(frame)
Almost every exporter that base on baking the data and exporting  
them

as "keyframe for every frame" use this kind of loop:

start = bpy.context.scene.frame_start
end = bpy.context.scene.frame_end
for frame in range (start, end + 1):
bpy.context.scene.frame_set(frame)
'''
 all the magic that needs data for each frame 
'''

My exporter to Adobe After Effects (io_export_after_effects.py)  
does

exactly the same.

The issue here is that setting the frame sometimes takes ages.
I was once advised to use bpy.context.frame_current = frame
Well... It's very fast, but doesn't do the trick. It sets the  
frame,
but doesn't update the scene and in most cases - this is what we  
want

- We want to have our scene refreshed for every frame.

bpy.context.scene.frame_set(frame) method is so slow, that many
exporters become almost useless or if not useless - very badly
perceived because of their performance.
The process of simple export to After Effects can sometimes take
several minutes and this is definitely not the performance we are
looking for.
I looked through many existing exporters and they all use this
method,
so I suppose I'm not the only one facing "frame_set" speed issue.
Does anyone know other method to achieve refreshing the scene for
every frame, but not that slow?

Isn't this performance a bug of some kind?

I'd appreciate any help.

Cheers,
Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] bpy.context.scene.frame_set(i) issue

2012-01-21 Thread Bartek Skorupa

Tried it and it doesn't work unfortunately.
It simply doesn't update :-(
Tried with a default scene where I added keyframes for cube's location  
and printed locations for every frame. It showed exactly the same  
values throughout the animation.


Bartek Skorupa

www.bartekskorupa.com




On 2012-01-21, at 11:54, Campbell Barton wrote:

frame_set() updates all layers of the scene which I expect is the  
problem here,


there could be an optional argument to pass a layer list to
frame_set()  but this doesn't necessarily help if the current scene
layers are not setup efficiently.

looking into this you could update only the objects you want like  
this...


# objects to update
objects = bpy.context.selected_objects
scene = bpy.context.scene
start = scene.frame_start
end = scene.frame_end
for frame in range (start, end + 1):
   scene.frame_current = frame
   for obj in objects:
   obj.update_tag(refresh={'OBJECT'})  # 'DATA' too if you care
about geometry
   scene.update()
   '''
    all the magic that needs data for each frame 
   '''


On Sat, Jan 21, 2012 at 7:56 PM, Bartek Skorupa
 wrote:

1. Take any scene that plays back 1 frame per second or so. (I can't
upload any example now, but I'm sure everybody has such scene
somewhere). Many objects (2000?, 3000?), constraints, shapekeys,
armatures, curves etc.
2. No matter if the layers are active or not, no matter what the draw
mode is etc - it is slow. I can place all of my obs in layer 2,
activate only empty layer 1, and it doesn't influence the speed.
3. Even if frame_set() is as fast as playback - I'm not happy. 250
frames - 1 frame per second = 250sec. = 4 minutes. Who wants to  
wait 4

minutes?

Bartek Skorupa

www.bartekskorupa.com


On 2012-01-21, at 00:58, Campbell Barton wrote:


Hi Bartek,

Would you be able to upload a test scene which is unusably slow?
can't see why this would be any slower then playing back the  
animation

(if anything should be faster since it doesn't have to draw).

On Sat, Jan 21, 2012 at 9:58 AM, Bartek Skorupa
 wrote:

Hi,

I'd like to draw your attention to frame_set(i) method.
In many scripts we have to refresh the scene several times,  
sometimes
we need to collect some data for every frame in the whole  
animation.

In such cases the only way I know in blender's python is to set the
frame using bpy.context.scene.frame_set(frame)
Almost every exporter that base on baking the data and exporting  
them

as "keyframe for every frame" use this kind of loop:

start = bpy.context.scene.frame_start
end = bpy.context.scene.frame_end
for frame in range (start, end + 1):
bpy.context.scene.frame_set(frame)
'''
 all the magic that needs data for each frame 
'''

My exporter to Adobe After Effects (io_export_after_effects.py)  
does

exactly the same.

The issue here is that setting the frame sometimes takes ages.
I was once advised to use bpy.context.frame_current = frame
Well... It's very fast, but doesn't do the trick. It sets the  
frame,
but doesn't update the scene and in most cases - this is what we  
want

- We want to have our scene refreshed for every frame.

bpy.context.scene.frame_set(frame) method is so slow, that many
exporters become almost useless or if not useless - very badly
perceived because of their performance.
The process of simple export to After Effects can sometimes take
several minutes and this is definitely not the performance we are
looking for.
I looked through many existing exporters and they all use this
method,
so I suppose I'm not the only one facing "frame_set" speed issue.
Does anyone know other method to achieve refreshing the scene for
every frame, but not that slow?

Isn't this performance a bug of some kind?

I'd appreciate any help.

Cheers,
Bartek Skorupa

www.bartekskorupa.com

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[Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Bartek Skorupa

Hello,

Am I the only one who hates auto hide sockets when we hit H to  
collapse the node?
Collapsing the node doesn't mean that I will not want to connect  
anything to it later.
In older versions of Blender when we hit H - the node was collapsed  
but we had the access to its sockets.

Now when I hit H - the node becomes useless.
If I want to connect anything to it I have to first unhide it, then  
connect something to it, then hide it again. It's frustrating because  
I have to go through some unnecessary steps just to make a simple  
connection.

Please tell me - am I the only one?

Cheers

Bartek Skorupa

www.bartekskorupa.com




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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Bartek Skorupa
If I understand you correctly you mean not being able to select  
individual socket and connect to the selected one?
If so - I've been fighting for bringing this feature back for some  
time now.
In 2.49 we could simply select the output socket of one node, input  
socket of another node, hit F and BAM - connection created.

Now it's gone.
Imagine node group with 17 outputs and another node group with 17  
inputs.

Let's now connect output 7 of first group to input 16 of second group...
You have to drag the connection holding down the mouse button.
It's ok when your groups are placed close to each other, but that's  
not always the case.


or:

We have Render Layer input node with several passes.
Let's connect AO pass to 5 inputs of 5 other nodes.
It would be great to be able to select AO output socket then shift  
select ALL of the inputs, hit F and have all 5 connections.


and once again: Please, please, please don't force me to unhide every  
node to make a connection by auto hiding unused sockets in collapsed  
nodes.
What was wrong with leaving the option to the user? If I really wanted  
to hide unused sockets I could hit Ctl-H.



Bartek Skorupa

www.bartekskorupa.com




On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote:


Connecting to some random nameless socket was not good either..

-1

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson >wrote:



You're not the only one. :)

I can also confirm this is very confusing, I nearly reported a bug  
the
first time I came across this (I think I eventually figured it  
out). I

don't think this should be a default.

Davis

On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa <
bartekskor...@bartekskorupa.com> wrote:


Hello,

Am I the only one who hates auto hide sockets when we hit H to  
collapse

the node?
Collapsing the node doesn't mean that I will not want to connect  
anything

to it later.
In older versions of Blender when we hit H - the node was  
collapsed but

we

had the access to its sockets.
Now when I hit H - the node becomes useless.
If I want to connect anything to it I have to first unhide it, then
connect something to it, then hide it again. It's frustrating  
because I

have to go through some unnecessary steps just to make a simple

connection.

Please tell me - am I the only one?

Cheers

Bartek Skorupa

www.bartekskorupa.com





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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Bartek Skorupa

In many cases I do. Believe it or not :-)
If I don't like such collapsed node, I can hit Ctl-H and unused  
sockets are hidden.

It was so up till 2.61.
Let me then ask another question:

What's good with this one?
http://www.pasteall.org/pic/29810

How would you connect those nodes?


Bartek Skorupa

www.bartekskorupa.com




On 2012-04-08, at 23:20, Daniel Salazar - 3Developer.com wrote:


What's wrong you ask? this is what's wrong

http://www.pasteall.org/pic/29809

unless you're a psychic how do you know what each of those sockets is!

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa <
bartekskor...@bartekskorupa.com> wrote:

If I understand you correctly you mean not being able to select  
individual

socket and connect to the selected one?
If so - I've been fighting for bringing this feature back for some  
time

now.
In 2.49 we could simply select the output socket of one node, input  
socket

of another node, hit F and BAM - connection created.
Now it's gone.
Imagine node group with 17 outputs and another node group with 17  
inputs.
Let's now connect output 7 of first group to input 16 of second  
group...

You have to drag the connection holding down the mouse button.
It's ok when your groups are placed close to each other, but that's  
not

always the case.

or:

We have Render Layer input node with several passes.
Let's connect AO pass to 5 inputs of 5 other nodes.
It would be great to be able to select AO output socket then shift  
select

ALL of the inputs, hit F and have all 5 connections.

and once again: Please, please, please don't force me to unhide  
every node
to make a connection by auto hiding unused sockets in collapsed  
nodes.
What was wrong with leaving the option to the user? If I really  
wanted to

hide unused sockets I could hit Ctl-H.


Bartek Skorupa

www.bartekskorupa.com




On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote:

Connecting to some random nameless socket was not good either..


-1

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson >

**wrote:

You're not the only one. :)


I can also confirm this is very confusing, I nearly reported a  
bug the
first time I came across this (I think I eventually figured it  
out). I

don't think this should be a default.

Davis

On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa <
bartekskorupa@bartekskorupa.**com  
>

wrote:

Hello,


Am I the only one who hates auto hide sockets when we hit H to  
collapse

the node?
Collapsing the node doesn't mean that I will not want to connect
anything
to it later.
In older versions of Blender when we hit H - the node was  
collapsed but



we


had the access to its sockets.
Now when I hit H - the node becomes useless.
If I want to connect anything to it I have to first unhide it,  
then
connect something to it, then hide it again. It's frustrating  
because I

have to go through some unnecessary steps just to make a simple


connection.


Please tell me - am I the only one?

Cheers

Bartek Skorupa

www.bartekskorupa.com





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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Bartek Skorupa

I'd say something like this:
If I am one of not so many, let it be. Let's leave auto hide sockets  
when collapsing the node, but could we have the option to hit Ctl-H to  
unhide them if we want?

I know that Lukas can do EVERYTHING :-)
The point here is to agree what option would make the majority happy,  
right?
But still... If I as a member of the minority had the option to unhide  
hidden sockets of collapsed nodes - I don't think it would make any  
harm to the majority who loves to have them always hidden :-)


Bartek Skorupa

www.bartekskorupa.com




On 2012-04-08, at 23:38, Daniel Salazar - 3Developer.com wrote:

Easy, because Lukas will read this thread and say "HEY! I could make  
the
sockets visible of only the nodes close to the mouse when hovering  
over

them" :D

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 3:27 PM, Bartek Skorupa <
bartekskor...@bartekskorupa.com> wrote:


In many cases I do. Believe it or not :-)
If I don't like such collapsed node, I can hit Ctl-H and unused  
sockets

are hidden.
It was so up till 2.61.
Let me then ask another question:

What's good with this one?
http://www.pasteall.org/pic/**29810 <http://www.pasteall.org/pic/29810 
>


How would you connect those nodes?


Bartek Skorupa

www.bartekskorupa.com




On 2012-04-08, at 23:20, Daniel Salazar - 3Developer.com wrote:

What's wrong you ask? this is what's wrong


http://www.pasteall.org/pic/**29809 <http://www.pasteall.org/pic/29809 
>


unless you're a psychic how do you know what each of those sockets  
is!


Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 3:15 PM, Bartek Skorupa <
bartekskorupa@bartekskorupa.**com >
wrote:

If I understand you correctly you mean not being able to select

individual
socket and connect to the selected one?
If so - I've been fighting for bringing this feature back for  
some time

now.
In 2.49 we could simply select the output socket of one node, input
socket
of another node, hit F and BAM - connection created.
Now it's gone.
Imagine node group with 17 outputs and another node group with 17  
inputs.
Let's now connect output 7 of first group to input 16 of second  
group...

You have to drag the connection holding down the mouse button.
It's ok when your groups are placed close to each other, but  
that's not

always the case.

or:

We have Render Layer input node with several passes.
Let's connect AO pass to 5 inputs of 5 other nodes.
It would be great to be able to select AO output socket then  
shift select

ALL of the inputs, hit F and have all 5 connections.

and once again: Please, please, please don't force me to unhide  
every

node
to make a connection by auto hiding unused sockets in collapsed  
nodes.
What was wrong with leaving the option to the user? If I really  
wanted to

hide unused sockets I could hit Ctl-H.


Bartek Skorupa

www.bartekskorupa.com




On 2012-04-08, at 22:19, Daniel Salazar - 3Developer.com wrote:

Connecting to some random nameless socket was not good either..



-1

Daniel Salazar
patazstudio.com


On Sun, Apr 8, 2012 at 2:13 PM, Davis Sorenson <
davis.soren...@gmail.com>
**wrote:

You're not the only one. :)



I can also confirm this is very confusing, I nearly reported a  
bug the
first time I came across this (I think I eventually figured it  
out). I

don't think this should be a default.

Davis

On Sun, Apr 8, 2012 at 11:03 PM, Bartek Skorupa <
bartekskorupa@bartekskorupa.com  
>



wrote:

Hello,



Am I the only one who hates auto hide sockets when we hit H to
collapse
the node?
Collapsing the node doesn't mean that I will not want to connect
anything
to it later.
In older versions of Blender when we hit H - the node was  
collapsed

but

we


had the access to its sockets.

Now when I hit H - the node becomes useless.
If I want to connect anything to it I have to first unhide it,  
then
connect something to it, then hide it again. It's frustrating  
because

I
have to go through some unnecessary steps just to make a simple

connection.


Please tell me - am I the only one?


Cheers

Bartek Skorupa

www.bartekskorupa.com





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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-08 Thread Bartek Skorupa
Hey Lukas,

Thank you for your reply and for bringing back individual sockets  
selection.
I missed it because now you select socket by left clicking. I was  
trying to select them by right clicking (as it was in 2.49) and when  
it failed I was sure we still don't have this option available.
This feature is a real time saver.
I'm really glad you are thinking about improving it. I'm sure you'll  
come up with the best possible solution.

Auto hide sockets:
As I can see from your post you are all the time thinking about  
automatic behavior.
If I may suggest something - I'd rather leave more options to the user.
As I suggested in my previous message:
If most of the users love auto hide feature (I still don't understand  
why, but let it be) - why don't we leave this behavior, but let the  
user unhide sockets of collapsed node with Ctl-H?
Most of the users would simply hide the nodes without doing anything  
else afterwards and I would hit H, Ctl-H to have the nodes the way I  
like them.


Bartek Skorupa

www.bartekskorupa.com



On 2012-04-09, at 08:24, Lukas Tönne wrote:

> I agree that automatic socket hiding is a bit annoying atm. Several
> possible solutions (or a combination of these) come to mind:
> a) Only auto-hide sockets in long lists (e.g. geometry node, render  
> layers)
> b) For nodes with only 2 or 3 sockets, don't hide them all, or only
> hide if at least one of them is connected.
>
> Actually socket selection + connect with fkey was reimplemented a
> while back. It could be improved in a few places though:
>
> * The autoconnect (fkey) operator still basically works on x-axis
> ordering, connects nodes on the left side to nodes further right.
> That's a prerequisite for the previous default behaviour (first
> chooses two nodes to connect, then tries to find suitable matching
> sockets). When having single sockets selected this is usually not
> necessary and prevents some useful linking from nodes further to the
> right.
>
> * Linking by click+drag currently also selects sockets. Even though
> sockets are deselected after linking, the nodes still stay selected,
> so this messes with the users previous selection. Linking and then
> directly moving nodes afterward often has unexpected result.
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-11 Thread Bartek Skorupa
I don't mind this kind of collapsed nodes.
If you don't like them, why don't you just hit Ctl-H?
That's what worries me:
http://www.pasteall.org/pic/29810
Not everybody drags noodles. Some of us (like me) love keyboard  
shortcuts.
I'd like to select all those nodes or preferably individual sockets  
(but how to do it when they are hidden) and hit F.
Collapsing nodes shouldn't make them useless.


Bartek Skorupa

www.bartekskorupa.com



On 2012-04-10, at 20:09, Daniel Salazar - 3Developer.com wrote:

> Anything is better than this http://www.pasteall.org/pic/29809 I  
> don't see
> what's the hurry to get this reverted.
>
> Daniel Salazar
> patazstudio.com
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-12 Thread Bartek Skorupa
Let me heby begin a little battle against auto-hide sockets of  
collapsed nodes:
Please take a look:

https://vimeo.com/40237189


Bartek Skorupa

www.bartekskorupa.com



On 2012-04-10, at 09:47, Ton Roosendaal wrote:

> Hi Lukas,
>
> I would like to see such usability changes in nodes to go via at  
> least the other listed node UI owners too.
>
> For me huge alarm bells ring when people talk about "adding options"  
> or "giving users choices". That's usually just patching flawed  
> designs...
>
> Remove the autohide for now? We should spend design powers on how we  
> want to work with node systems in general.
>
> -Ton-
>
> 
> Ton Roosendaal  Blender Foundation   t...@blender.org 
> www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The  
> Netherlands
>
> On 9 Apr, 2012, at 21:10, François T. wrote:
>
>> I'm with Bartek on this one :(
>>
>> 2012/4/9 Lukas Tönne 
>>
>>>> I missed it because now you select socket by left clicking. I was
>>>> trying to select them by right clicking (as it was in 2.49) and  
>>>> when
>>>> it failed I was sure we still don't have this option available.
>>>> This feature is a real time saver.
>>>
>>> The primary way of selecting sockets is with SHIFT + RMB. First this
>>> was implemented as simple RMB select, but this turned out to be  
>>> quite
>>> chaotic since it effectively allows multiple nodes selected (see  
>>> [1]).
>>> Selecting sockets with LMB is a side effect of the select-on-link
>>> "feature" (which i'd like to remove again). You see this area is
>>> pretty complicated, lots of different little features interfering  
>>> with
>>> each other :S
>>>
>>>> Auto hide sockets:
>>>> As I can see from your post you are all the time thinking about
>>>> automatic behavior.
>>>> If I may suggest something - I'd rather leave more options to the  
>>>> user.
>>>
>>> Yeah, i implemented this on explicit request (i think Sebastian  
>>> asked
>>> for it, don't remember), i suggest you talk to him. The CTRL+H idea
>>> seems good, i didn't realize this doesn't work on the auto-hidden
>>> sockets now. Feedback is important for us coders :) Will have to  
>>> check
>>> with core devs if i can add this right away of have to wait for next
>>> BCon1.
>>>
>>> [1]
>>> http://lists.blender.org/pipermail/bf-blender-cvs/2012-March/044066.html
>>> ___
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>>
>>
>>
>> -- 
>> 
>> François Tarlier
>> www.francois-tarlier.com
>> www.linkedin.com/in/francoistarlier
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-16 Thread Bartek Skorupa
In my opinion auto-hide should be reverted as a first step and it  
should be done before even beginning of thinking about what the target  
behavior should be.
Now it is so that users lost some really crucial functionality without  
getting anything but "nicer look" in return.
This "nicer look" can be achieved very easily with "good old" behavior  
by simply hitting Ctl-H.

Let me quote Ton:

On 2012-04-10, at 09:47, Ton Roosendaal wrote:

> Hi Lukas,
>
> I would like to see such usability changes in nodes to go via at  
> least the other listed node UI owners too.
>
> For me huge alarm bells ring when people talk about "adding options"  
> or "giving users choices". That's usually just patching flawed  
> designs...
>
> Remove the autohide for now? We should spend design powers on how we  
> want to work with node systems in general.
>
> -Ton-



Regards

Bartek Skorupa

www.bartekskorupa.com



On 2012-04-16, at 09:20, Lukas Tönne wrote:

> Bartek: Funny video, illustrates your point ;)
>
> Can we reach an agreement on this matter now? I'm a bit indifferent,
> just don't want to be blamed for eternal suffering of artists in the
> history books ;)
>
> Different, but related idea that came up before: make collapsing
> nodes/hiding sockets work when just hovering over the node (like
> stacked panels), so explicit prior selection is not necessary. Then
> perhaps the ctrl+h hiding would be quick enough that auto-hiding can
> be reverted.
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Re: [Bf-committers] Nodes auto hide sockets on collapsed nodes

2012-04-16 Thread Bartek Skorupa
Thank you very much, I really appreciate.

Bartek Skorupa

www.bartekskorupa.com


On 2012-04-16, at 12:53, Lukas Tönne wrote:

> Reverted socket auto-hiding in SVN. Hope this settles the argument :)
>
> Cheers,
> Lukas
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Re: [Bf-committers] Quaternion interpolation is bumpy/wrong

2012-04-25 Thread Bartek Skorupa
The issue is not "bad" blender's behavior but difficulties with  
understanding what is going on when certain rotation models are used.
When animating rotations we often use our intuition and expect some  
behavior because we know our particular case.
Algorithms don't know exactly what our goal is. They have to be  
universal.
All algorithms have their flows.
I'd strongly vote not to mess up with the rotation interpolation as it  
is correct and we can do nothing about it.
We have 2 main rotation models: Euler and Quaternions.
Quaternions will interpolate exactly as shown in the example and we  
the humans intuitively perceive it as "wrong", but it's not.
In every single case we have to choose proper model, but can't change  
the model itself.
Every single model (and in fact we have 7 main choices) will fail in  
some scenarios.
We simply have to choose the one that has least chance of failure in  
our particular case.
In our scenario Quaternions fail, so we have to use one of the 6  
available Euler models (6 possible rotations orders) or some smart  
parenting structure.
The first thought that came to my mind when I saw the example was:  
"Something is broken. Quaternions shouldn't work this way", but then I  
analyzed this and figured out that there's nothing wrong with it.
I tested the same scenario using another app. I used quaternions model  
there and behavior was exactly as in Blender, so there's nothing wrong  
with Blender.

F-curves for quaternions:
I don't know anybody who use individual animation curves when working  
with quaternions, but this doesn't mean that there's no one doing it.  
I simply didn't have a chance to meet such person.
However I've heard some day that at least few people on the face of  
this earth CAN do it.
Therefore I wouldn't get rid of the curves.
Normal human beings will not use them, but let's leave them for other  
species :-)

Cheers

Bartek Skorupa

www.bartekskorupa.com


On 2012-04-26, at 03:36, Bassam Kurdali wrote:

Rotations in 3D are just a horrible beast, and I think it is non trivial
to figure out what constitutes a 'nice' interpolation across all cases,
perhaps not even possible. You might be to use hierachies to isolate
axis for some very specific setups, however:
>>> way how it could be correctly implemented. My attempt would be to  
>>> remove
>>> the possibility to edit f-curves for quaternions (who does that  
>>> anyway?)
Lots and lots of animators edit quat f-curves- and wouldn't like 'taking
the curve editor away' unless it is replaced with something better...
(curve editor++ ? direct editing of paths/handles in the 3D view?)
>>> and to use another interpolation scheme for this kind of rotations.
>>>
euler will have it's own, worse interpolation issues, but I'm not sure
how axis angle would behave in this specific case. Does anyone actually
use axis-angle and it's just me living in the stone age?

On 2012-04-26, at 03:19, Nathan Vegdahl wrote:

>> But I think that this is not really the kind of
>> interpolation an animator would want to have
>> in this case.  As an animator I would prefer
>> a direction interpolation and a separate "roll"
>> interpolation.
>
> Believe me, as an animator and rigger, I have thought about this
> problem a lot.  But it's not as simple as you make it out to be.
> Whenever you separate out axes of rotation like that, you introduce
> singularities.  So you could, for example, use euler rotation with an
> appropriate rotation order to accomplish what you want here, but then
> it will interpolate strangely in other circumstances.
>
> For example, in this file: http://www.pasteall.org/blend/13547
>> From key-1 to key-2, and from key-2 to key-3, the interpolation
> behaves as you expect.  But from key-3 to key-4 it behaves strangely.
>
> Even if we hide the interpolation curves entirely and let Blender do
> whatever strange things it wants to accomplish various interpolation
> methods internally, it's not clear to me that there's an obvious way
> to accomplish what you want in the general case, because "roll" is
> actually ill-defined for fully general 3d rotations.  Besides which,
> if we do that, then we deprive animators of a lot of control via
> interpolation curves.
>
> You might be able to accomplish something close to what you want via
> some clever rigging, however, by having separate controls for the
> pointing direction and the roll.  But you have to choose what
> "pointing without rolling" means then, which involves making some
> limiting assumptions.
>
> In any case, there is nothing broken about how Blender is
> interpolating your key frames.  I agree it&

[Bf-committers] 16 bpc TIFF interpretation

2012-05-02 Thread Bartek Skorupa
I'm not sure if this is known yet, but I recently noticed that 16bpc  
tiff images are interpreted differently when viewed directly in UV  
image editor and when passed to compositor.
It seems as if sRGB gamma is used when source is viewed in UV image  
editor, but in compositor no gamma correction is applied.
Here is a comparison of the same image - upper panel - source viewed  
in UV image editor, lower panel - taken from input image node to  
viewer node:

http://www.pasteall.org/pic/31145

This comes from official Blender 2.63.

Bartek Skorupa

www.bartekskorupa.com



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[Bf-committers] Multi Layer EXR issues

2012-05-17 Thread Bartek Skorupa

Issue:

In official Blender 2.63a:
Opened MultiLayerEXR created in blender 2.62 and passes are completely  
messed up.
Color pass from one render layer shows AO from another render layer.  
AO pass outputs Normal Pass from different layer etc.


I tried to re-render Multilayer file (blend created in 2.62) and it  
gave me different results, but messed up as well.

Tried the same in build of today: r46714. Same results.


Bartek Skorupa

www.bartekskorupa.com




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Re: [Bf-committers] Multi Layer EXR issues

2012-05-17 Thread Bartek Skorupa
Sorry, in r46714 - no RenderLayers show up. All passes from all render  
layers grouped together.
This is how my "Input Image" node looks like:

http://www.pasteall.org/pic/31959

Bartek Skorupa

www.bartekskorupa.com



On 2012-05-17, at 12:27, Bartek Skorupa wrote:

> Issue:
>
> In official Blender 2.63a:
> Opened MultiLayerEXR created in blender 2.62 and passes are  
> completely messed up.
> Color pass from one render layer shows AO from another render layer.  
> AO pass outputs Normal Pass from different layer etc.
>
> I tried to re-render Multilayer file (blend created in 2.62) and it  
> gave me different results, but messed up as well.
> Tried the same in build of today: r46714. Same results.
>
>
> Bartek Skorupa
>
> www.bartekskorupa.com
>
>
>
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[Bf-committers] New compositor issues

2012-05-17 Thread Bartek Skorupa
I didn't expect easy transfer of my old complicated setups, so I don't  
mind that much, but I'm experiencing many weird things in "tiles".  
Chroma Key doesn't seem to work at all, alpha gets crazy, input images  
when set to image sequence simply disappear.

Regards

Bartek Skorupa

www.bartekskorupa.com

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[Bf-committers] RGBA compositing preview missing

2014-04-24 Thread Bartek Skorupa (priv)
Hey,

Did something bad happen to RGBA previews of compositing output or some setting 
has been added to make it possible to view RGBA?
Should it be reported as a bug?
(Another thing is that even when we had RGBA previews they were wrong… 
http://wiki.blender.org/index.php/User:Bartekskorupa/Display_Issues )

Here's a screenshot of what I mean:
http://www.pasteall.org/pic/70278

It work this way in build of April 24, 2014, HASH: 3bcc9ee
In official 270a it works well.

Thanks for any info.

Cheers
Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] RGBA compositing preview missing

2014-04-24 Thread Bartek Skorupa (priv)
Hey,

Thanks. I didn't notice. Sorry for that then.

Cheers,
Bartek Skorupa

www.bartekskorupa.com

On 24 kwi 2014, at 14:42, Kévin Dietrich  wrote:

> 
> 
> Hi Bartek, 
> 
> This issue has reported a couple of times. 
> 
> See developer.blender.org/T39799 
> 
> Kévin. 
> 
> Le 2014-04-24 14:35, Bartek Skorupa (priv) a écrit : 
> 
>> Hey,
>> 
>> Did something bad happen to RGBA previews of compositing output or some 
>> setting has been added to make it possible to view RGBA?
>> Should it be reported as a bug?
>> (Another thing is that even when we had RGBA previews they were wrong… 
>> http://wiki.blender.org/index.php/User:Bartekskorupa/Display_Issues [1] )
>> 
>> Here's a screenshot of what I mean:
>> http://www.pasteall.org/pic/70278 [2]
>> 
>> It work this way in build of April 24, 2014, HASH: 3bcc9ee
>> In official 270a it works well.
>> 
>> Thanks for any info.
>> 
>> Cheers
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com [3]
>> 
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> 
> 
> 
> Links:
> --
> [1] http://wiki.blender.org/index.php/User:Bartekskorupa/Display_Issues
> [2] http://www.pasteall.org/pic/70278
> [3] http://www.bartekskorupa.com
> [4] http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Color picker redesign, continued

2014-10-06 Thread Bartek Skorupa (priv)
Hey,

I was wondering if the discussion about HSV values is still ongoing or the 
decision has been made to leave it as is?
I'd like to refer to this part of Antony's post:
> Sadly, we ran into issues:
> 
> First, it is a common workflow for people to tweak HSV values in linear
> space. Especially on rendering this helps with giving an upper bound to
> radiance reflected back from a material, by tweaking the color value.

I am one of those who kept using V of HSV model to specify the color values in 
linear space. Now it requires several unnecessary steps to be able to do it, so 
I was wondering if the way of setting colors using HSV will stay as is or it's 
going to be changed?


Thank you.

Bartek Skorupa

www.bartekskorupa.com

On 19 cze 2014, at 20:31, Antony Riakiotakis  wrote:

> Hi,
> 
> In the 2.71 release I have unfortunately caused a small disturbance due to
> my decision to change the HSV setting in color wheels to be in display
> space.
> 
> Some explanation is due: This was to address an important issue of color
> pickers, which was that you never got the exact color you chose, especially
> for linear color properties.
> 
> The issue here, is that the color displayed is calculated by first doing a
> non-linear transform (linear to srgb usually) followed by the linear
> transform (barycentric interpolation on the rasterized triangle), while the
> value calculated if we do the HSV calculation in linear space, is first
> interpolation in HSV (linear interpolation for each "piece" of the HSV
> circle) followed by the non-linear interpolation. It is only natural that
> those two values will differ due to linear and non linear transforms not
> being commutative.
> 
> The solution I have chosen for the 2.71 version is to make sure all HSV
> values are in display space. This guarantees we always get the correct
> color, which can then be transformed back to the linear space.
> 
> Sadly, we ran into issues:
> 
> First, it is a common workflow for people to tweak HSV values in linear
> space. Especially on rendering this helps with giving an upper bound to
> radiance reflected back from a material, by tweaking the color value.
> 
> Also for values greater than one, the non linear transform back to linear
> rgb can give very bizzare results (See https://developer.blender.org/T40131)
> 
> Apparently we must do the interpolation in the property space, and then use
> a per pixel transform (easily done by binding a pixel shader through OCIO)
> to correct the result for display.
> 
> However, we also have another use case which is still not correct enough
> and that gave rise to some discussions.
> 
> Apparently, it is beneficial to do the calculation on a different
> intermediate space.
> This is already done in our "Cubic" style color pickers which -still-
> suffer from incorrect display of colors. Generally it may be that, in fact,
> many spaces might be disarable as an intermediate calculation space. This
> can be hardcoded but can also be configured, through a color picker role
> for instance.
> 
> In such a workflow, HSV is still calculated in this intermediate space (I
> am still unsure if HSV is defined exactly the same for each space though,
> which would complicate things), the final display is calculated from pixel
> shading and the selected color is taken by transforming from HSV to
> intermediate space to initial color space.
> 
> Just hooking a display shader for linear properties can work for solving
> the current issues, but I was wondering if fixing this might present an
> opportunity to take more issues into account.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Hi everyone,

I'd like to discuss the issue that I encounter every time I want to make a 
simple parenting structure of objects:
Let's parent object A to object B.
Select A, then select B, and hit Ctl-P.

Here's what happens:
"A" didn't change its visual transformations, it stayed exactly where it was 
before, it's visual rotation and scale didn't change as well.
However now it is a child of B, so it should use B's co-ordinates as its center 
of the world.
If "A" stayed where it was before - its transform properties should change to 
reflect it's position, rotation and scale in relation to "B", right?
This isn't happening. "A"'s transform properties remained untouched.
When we clear origin (alt-O) - "A" moves to location of "B". It's transform 
properties din't change. Now they represent co-ordinates in relation to …. 
exactly …. to "no-one-knows-what".

There is of-course the option to parent objects using Shift-Ctl-P. This creates 
proper relation between "A"'s transform properties and its visual 
transformations, but it as well moves "A" to "B"'s location and it's not always 
the desired result.

There is no easy way to make "true" parent.
It would be great if after hitting Ctl-P - child stayed where it is, but its 
transform properties would be recalculated such that they represent 
transformations in relation to parent.
Hitting Shift-Ctl-P should in my opinion make parent, leave transform 
properties of the child untouched, but move, rotate and scale the child such 
that now it's transformed properly in relation to its parent.

I find it easier to create proper parenting structure using python, than 
keyboard shortcuts. Is there anyone else who feels the same?

What do you think?


Cheers

Bartek Skorupa
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
In order to get "proper" parenting I use a little script:


active = bpy.context.active_object
selected = boy.context.selected_objects
for c in selected:
if c =! active:
m = c.matrix_world
c.parent = active
c.matrix_world = m


This gives me the behavior that I'd like to have under Ctl-P


The behavior that I'd like to have under Shift-Ctl-P would be this:


active = bpy.context.active_object
selected = boy.context.selected_objects
for c in selected:
if c =! active:
c.parent = active


Cheers
Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 11:08, Remigiusz Fiedler  wrote:

> oops, haven't read your post to the end
> 
>> There is of-course the option to parent objects using Shift-Ctl-P. This 
>> creates
>> proper relation between "A"'s transform properties and its visual 
>> transformations,
>> but it as well moves "A" to "B"'s location and it's not always the desired 
>> result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Yes, yes, I know… I made a mistake:

it should be:

if c != active:

:-)

Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 11:49, Bartek Skorupa (priv) 
 wrote:

> In order to get "proper" parenting I use a little script:
> 
> 
> active = bpy.context.active_object
> selected = boy.context.selected_objects
> for c in selected:
>   if c =! active:
>   m = c.matrix_world
>   c.parent = active
>   c.matrix_world = m
> 
> 
> This gives me the behavior that I'd like to have under Ctl-P
> 
> 
> The behavior that I'd like to have under Shift-Ctl-P would be this:
> 
> 
> active = bpy.context.active_object
> selected = boy.context.selected_objects
> for c in selected:
>   if c =! active:
>   c.parent = active
> 
> 
> Cheers
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 21 wrz 2012, at 11:08, Remigiusz Fiedler  wrote:
> 
>> oops, haven't read your post to the end
>> 
>>> There is of-course the option to parent objects using Shift-Ctl-P. This 
>>> creates
>>> proper relation between "A"'s transform properties and its visual 
>>> transformations,
>>> but it as well moves "A" to "B"'s location and it's not always the desired 
>>> result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Ctl-Alt-P ??
When I hit it I get a warning: "Can only make proxy for a referenced object or 
group"
What do I miss?


Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 17:06, Nathan Vegdahl  wrote:

> A transform stack has got my vote. :-)
> 
> Realistically that's probably still a ways off, though.
> 
>> As for the current behaviour, if you:
>> ctrl p
>> then
>> ctrl alt p - clear inverse parent
>> i believe you'll have what you want. Not sure if there is an operator that
>> just does that
> 
> It wouldn't be hard to script up an operator using those two operators.
> 
> --Nathan
> 
> 
> 
> 
> On Fri, Sep 21, 2012 at 7:16 AM, Bassam Kurdali  wrote:
>> What i would like to see here is stack based (modo) or nodal (maya) 
>> transforms- that way you could:
>> 
>> expose inverse parent transform
>> get rid of hard coded dx dy dz transforms
>> expose constraint offset transforms, and simplify constraints
>> expose child of constraint
>> freeze transforms ala maya by popping a transform onto stack
>> stack as many offsets as you need for rigging
>> get rid of hard coded transform/constraint order of evaluation
>> get rid of confusion that hidden transforms cause
>> make all hidden transforms editable
>> 
>> some of the benefits I list assume of course that constraints and perhaps 
>> parenting are also in the stack/node tree. Most of the previous list is not 
>> currently possible.
>> 
>> As for the current behaviour, if you:
>> ctrl p
>> then
>> ctrl alt p - clear inverse parent
>> i believe you'll have what you want. Not sure if there is an operator that 
>> just does that (though editing the parent property in the properties editor 
>> does. Does it have copy to selected? )
>> 
>> the default behaviour should be kept, of course. Most users want this.
>> 
>> On Fri Sep 21 2012 05:08:08 AM EDT, Remigiusz Fiedler  wrote:
>> 
>>> oops, haven't read your post to the end
>>> 
>>>> There is of-course the option to parent objects using Shift-Ctl-P.
>>>> This creates proper relation between "A"'s transform properties and
>>>> its visual transformations, but it as well moves "A" to "B"'s location
>>>> and it's not always the desired result.
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-21 Thread Bartek Skorupa (priv)
Thank you.
However we are only half way there. It solves the major issue as we at least 
don't have weird properties of the child.
The question still remains:
How to make a parent such that the child stays at it's current location, 
rotation and scale, but the values of loc/rot/scale change.
This is what should happen by default.

@Bassam Kurdali:
You wrote:
> the default behaviour should be kept, of course. Most users want this.


I wouldn't agree with that. I'm scratching my head trying to figure out at 
least one benefit of current default behavior and can't find anything.
Is there any good reason for destroying the order in the scene? Having objects 
with locations, rotations and scales set in relation to who-the-hell-knows what?
What do I miss?

Bartek Skorupa

www.bartekskorupa.com

On 21 wrz 2012, at 20:44, Remigiusz Fiedler  wrote:

> no ctrl needed, it is "alt p - clear inverse parent"
> 
> 2012/9/21 Bartek Skorupa (priv) :
>> Ctl-Alt-P ??
>> When I hit it I get a warning: "Can only make proxy for a referenced object 
>> or group"
>> What do I miss?
>> 
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Re: [Bf-committers] Make Parent - shouldn't it work differently?

2012-09-22 Thread Bartek Skorupa (priv)
In one of the previous posts I explained what I do to get proper relation 
between parent and child and not to lose the position, rotation and scale of 
the child at the moment of parenting.

The script that I use does this:
1. Stores the current world matrix of the child.
2. Makes parent without inverse
3. sets world matrix of child to previously stored world matrix of the child.

a - parent
b - child
m = b.matrix_world
b.parent = a
b.matrix_world = m

Tested it, it works great, I made an operator from it, assigned keyboard 
shortcut and I use it regularly.
I can live with current behavior, especially that I don't use it :-) I have my 
own hack, but I simply think that this should be default.

Bartek Skorupa

www.bartekskorupa.com

On 22 wrz 2012, at 00:14, Bassam Kurdali  wrote:

> I don't think it should happen by default. it could be especially nasty
> for animation data, linked data, etc. Also it doesn't store as much
> information (the relationship between child and parent at the time of
> parenting) which could come in handy later. However, it is not hard to
> do!
> 
> You need for that is to multiply the inverse transform matrix with the
> world transform matrix. I think - I may have gotten the order wrong.
> so, an easy way :
> 1- do a normal parent operator (creates inverse transform matrix)
> 2- multiply the inverse transform and the regular matrix for the object
> 3- clear inverse transform
> 4- put the matrix from 2 into the transform for the object.
> 
> I think 4 is a bit more complicated, because I *think* that the matrices
> are read-only, so you'll have to decompose into
> translation/rotation/scale (mathutils provides all those functions
> anyway)
> bundle that up into an operator and you're home free.
> Another good option is just to calculate the inverse parent and avoid
> doing the parent-clear inverse dance. If this is done in blender
> internally the same code could be used to avoid having two code paths.
> 
> one possibility for blender behavior is to have a parent menu, with a
> few choices, similar to the un-parent, and keep the current behavior the
> top/default choice.
> 
> On Fri, 2012-09-21 at 21:11 +0200, Bartek Skorupa (priv) wrote:
>> Thank you.
>> However we are only half way there. It solves the major issue as we at least 
>> don't have weird properties of the child.
>> The question still remains:
>> How to make a parent such that the child stays at it's current location, 
>> rotation and scale, but the values of loc/rot/scale change.
>> This is what should happen by default.
>> 
>> @Bassam Kurdali:
>> You wrote:
>>> the default behaviour should be kept, of course. Most users want this.
>> 
>> 
>> I wouldn't agree with that. I'm scratching my head trying to figure out at 
>> least one benefit of current default behavior and can't find anything.
>> Is there any good reason for destroying the order in the scene? Having 
>> objects with locations, rotations and scales set in relation to 
>> who-the-hell-knows what?
>> What do I miss?
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 21 wrz 2012, at 20:44, Remigiusz Fiedler  wrote:
>> 
>>> no ctrl needed, it is "alt p - clear inverse parent"
>>> 
>>> 2012/9/21 Bartek Skorupa (priv) :
>>>> Ctl-Alt-P ??
>>>> When I hit it I get a warning: "Can only make proxy for a referenced 
>>>> object or group"
>>>> What do I miss?
>>>> 
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Re: [Bf-committers] I think this should be added

2012-10-06 Thread Bartek Skorupa (priv)
When thinking about adding guides, I'd really appreciate "Action Safe". We have 
"Title Safe" but that's not enough.

Cheers
Bartek Skorupa

www.bartekskorupa.com

On 6 paź 2012, at 10:59, Julian Hh  wrote:

> This is just a really fancy way of saying that these points are at the same
> distance to two of the edges of the image. Not more. I do believe that this
> might be a good guide, but it's pretty trivial that it will often look good
> to place important things in an image at the same distance to, for example,
> the left and the top edge. The reason why I would not include that is
> because that is something that is very easy to check without any crazy
> lines. Positioning something at equal distance to two borders is something
> most people are able to judge with their eyes. Very precisely.
> 
> Doesn't help that he cropped off the top of Mona Lisa, otherwise the line
> goes through her nose.
> 
> Just my opinion on this.
> 
> Julian
> 
> 2012/10/6 Nicholas Rishel 
> 
>> But don't allow this assumption to prevent you from applying a scientific
>> process to verify the disproof. There is knowledge in the ability to say
>> that something is verifiability wrong if the hypothesis could be
>> intuitively believed.
>> 
>> On Sat, Oct 6, 2012 at 2:05 AM, Harley Acheson >> wrote:
>> 
>>> Take almost any image and bisect a broad diagonal stroke somewhere
>>> near the center and the probability is quite high that it will intersect
>>> something
>>> interesting, especially when your definition of interesting is fuzzy.
>>> 
>>> But for this game you are allowed to do it four times and then choose the
>>> best one of the four.  Don't be surprised when what you select is
>> pleasing
>>> to you.  That is because you are aligning the guides to the image instead
>>> of the image to the guides.
>>> 
>>> Harley
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[Bf-committers] Python Access to some properties of nodes

2012-12-19 Thread Bartek Skorupa (priv)
Hey everyone,

Perhaps at least some of you know that recently I wrote a little Add On for 
speeding up the work with nodes.
Here's the one:
wiki:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
tracker:
http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467

When writing this tool I encountered some difficulties just because some 
properties of nodes or sockets are not available. in python.
For example:
When I want to check what a certain node is linked to I have to iterate through 
all of the links and check link's props: from_node, from_socket, to_node or 
to_socket

Would it be possible to add similar properties to the node, or socket itself?
We have a property is_linked to check if certain socket is linked. It's fine, 
but it also would be good to have something like to_node, to_socket, from_node, 
from_socket as properties of sockets.
This way we wouldn't have to iterate through all links to check simple 
connections.

Is it possible to add such properties or it requires rewriting the whole 
blender?


(BTW, I'd also like to ask for checking the code of this add-on. My goal is to 
work on it, maintain it and maybe some day have it included in trunk)


Cheers

Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] Python Access to some properties of nodes

2012-12-20 Thread Bartek Skorupa (priv)
Thank you Lukas.
In a nutshell it means that it's better not to add those properties to sockets 
right?
Without going deeper into it I'd say that it's not a big deal working the old 
way or use your suggestions.
I only said that it would be easier if we had such properties, but it seems 
that adding them could make other areas harder to maintain.
If so, I can live with that.

Thank you again.

Cheers
Bartek Skorupa

www.bartekskorupa.com

On 20 gru 2012, at 11:30, Lukas Tönne  wrote:

> Slightly nicer: define 'links' as a property instead of a method:
> 
> class NodeSocket(StructRNA, metaclass=RNAMeta):
>__slots__ = ()
> 
>@property
>def links(self):
>"""List of node links from or to this socket"""
>return [link for link in self.id_data.links if
> link.from_socket == self or link.to_socket == self]
> 
> On Thu, Dec 20, 2012 at 11:10 AM, Lukas Tönne  wrote:
>> In the bNodeSocket DNA we currently have a sock->link pointer which
>> directly points to a bNodeLink. However, this only works for input
>> links with the current connectivity model (input only has one possible
>> link, outputs can have many). Future nodes can use a different
>> connectivity model, then this pointer would be pretty useless. Also
>> this pointer is not totally reliable in all cases, e.g. can be invalid
>> during node updates. For this reason i would discourage using this
>> pointer and always use the nodetree->links list to find connections
>> from/to a specific socket. Eventually i'd like to remove the
>> sock->link pointer as well to make maintenance easier and remove a
>> potential error source.
>> 
>> For getting connections of a socket i would instead suggest to add a
>> number of python methods to the NodeSocket class (can be done in
>> bpy_types.py). With python this can be done very nicely:
>> 
>> class NodeSocket(StructRNA, metaclass=RNAMeta):
>>__slots__ = ()
>> 
>># returns a list of links to or from this socket
>>def get_links(self):
>>return [link for link in self.id_data.links if
>> link.from_socket == self or link.to_socket == self]
>> 
>> If necessary such functions could also be added to the RNA directly.
>> 
>> 
>> On Thu, Dec 20, 2012 at 3:30 AM, Dan Eicher  wrote:
>>> Assuming Campbell's OK with it it wouldn't be too terribly hard to add
>>> something like Socket.link to push the iterating over the links into C
>>> since IIRC that's how it works internally.
>>> 
>>> I personally won't have time to mess with it until after New Years but if
>>> someone else wants to bang their head against makesrna and node tree
>>> structs it might turn out to be as simple as wrapping an existing function
>>> (though I do seem to recall that the node links were a little tricky to
>>> wrap originally).
>>> 
>>> Dan
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Re: [Bf-committers] Color pipeline todo: alpha

2012-12-20 Thread Bartek Skorupa (priv)
IMHO all the confusion comes from the fact that we actually don't refer to 
ALPHA, but to other three channels, i.e. to colors.
We use all those terms to say if the colors have or haven't been altered by the 
alpha channel.
I don't know every single piece of software in the world, but I think that 
terms "Straight" and "Premultiplied" are the ones that most of the users know 
and are used to.
I'm not a native English speaker, so maybe the way I understand certain terms 
is totally wrong, but when I think about this stuff I'd vote for having 
"Straight" and "Premultiplied" as the naming convention.
Those two words seem logical to me.
"The colors are straight" - means that they are straight. They are unchanged. I 
can use them as they are and when compositing, I have to multiply them by alpha.
"The colors are premultiplied" means that they have already been multiplied 
(premultiplied, i.e multiplied in advance) by alpha so I don't have to, or I 
should rather say I mustn't multiply them by alpha again.

The confusion results from using the words "straight" or "premultiplied" to 
describe the alpha, when in fact they describe colors.
"Straight Alpha" or "Premultiplied alpha" seem wrong. "Straight colors" or 
"Premultiplied colors" seem right.

"Unpremultiply" sounds to me like saying "unpush" instead of "pull".

Bartek Skorupa

www.bartekskorupa.com

On 20 gru 2012, at 21:01, Troy Sobotka  wrote:

> On Thu, Dec 20, 2012 at 11:52 AM, Brecht Van Lommel
>  wrote:
>> I like the names associated and unassociated because they don't
>> describe how you arrived at the color, just the way it is stored.
> 
> Agree 110%. It also eliminates the rather erroneous assumption that
> unassociated and associated alpha are purely as simple as a divide or
> multiply away. A do-undo sequence on an associated alpha scene
> referred image with >1.0 values would likely destroy the data without
> some workarounds.
> 
> That still leaves our "Color Unpremultiply" order of events term a
> little... awkward.
> 
> Needless to say, perhaps you or Sergey could agree upon and set the
> baseline and then we can work to get the terms consistent throughout
> the UI.
> 
> With respect,
> TJS
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Re: [Bf-committers] Color pipeline todo: alpha

2012-12-20 Thread Bartek Skorupa (priv)
> We can agree that "most" is a speculation?
Sure. That IS a speculation :-)

About the rest - agreed.


Bartek Skorupa

www.bartekskorupa.com

On 20 gru 2012, at 23:52, Troy Sobotka  wrote:

> On Thu, Dec 20, 2012 at 1:21 PM, Bartek Skorupa (priv)
>  wrote:
>> "Straight" and "Premultiplied" are the ones that most of the users know and 
>> are used to.
> 
> We can agree that "most" is a speculation?
> 
>> "Unpremultiply" sounds to me like saying "unpush" instead of "pull".
> 
> It might not be fantastic, it is a relatively standard term[1]. While
> I'm not a fan of either the Premul or Unpremul, the advantage of the
> "un" version is that they form a useful pair.
> 
> Nuke is as attached in the JPG.
> Houdini offers both "Multiply by alpha" and "Divide by alpha" in their
> Premultiply node.
> Shake was manual IIRC.
> 
> With respect,
> TJS
> 
> [1] See links in previous email.
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Re: [Bf-committers] Python Access to some properties of nodes

2012-12-22 Thread Bartek Skorupa (priv)
Thank you very much Lukas.
Access to NodeSocket.links may be very helpful and if I had this earlier, I'd 
probably design my code in: 
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
 a bit differently.
I am especially talking about the operator: NODE_OT_switches_to_outputs.

However now after your explanation I begun to wonder if it's not just "hiding" 
the process from the coder.
Let me explain:
In my code I wanted to do some operation depending on links connected to 
outputs that I specified. So in fact I am referring to NodeSocket.links.
Because I didn't have direct access to it, I knew that I have to iterate 
through all of the links.
Iterating through all links for all of the outputs seemed not right for me, 
because I assumed that list of links will in most cases be longer than list of 
my "selected" outputs.
Therefore I wrapped loops the other way, i.e have just one loop "for links" and 
analyze all my sockets inside this loop.

# code A
for link:
for socket:
"do the magic"


instead of 

# code B
for socket:
for link
"do the magic"

This was more difficult in my case, but doable. If I had the access to 
NodeSocket.links, I'd probably not think about it and would simply do:

# code C
for socket:
   for socket.links
"do the magic"

Easy, but isn't it so that accessing NodeSocket.links does iteration through 
ALL links anyway under the hood?

The question is:
>From performance point of view: doesn't code B require exactly the same amount 
>of computing as code C?
Or maybe because NodeSocket.links is shorter than all links - it's faster.
Does it even matter? Maybe I try to fix the issue that doesn't exist?



Bartek Skorupa

www.bartekskorupa.com

On 22 gru 2012, at 08:21, Lukas Tönne  wrote:

> IMHO storing the links in a separate list like we do now is one of the
> more well-designed code parts ;)
> 
> It may be slightly inconvenient if you want to get a list of links for
> a specific socket, but it has several advantages over storing lists of
> links in each socket or node:
> 
> * If each socket stores its own link list that means a lot more
> overhead for all those lists. Now we have exactly 1 list.
> * You only ever need a single loop. If each socket has a list of
> links, to walk over all links in a node tree (e.g. for drawing or the
> cut operator) you need to walk over all nodes and then all sockets and
> then all links ...
> * Storing a link in sockets is ambiguous, you could store the link
> either in the output or input socket. If you store it on one side only
> you have to loop over everything again to find links of the other
> side. If you store it in both you have to keep them in sync, which is
> error prone and leads to redundant data.
> * In terms of time complexity having to filter the list of all links
> vs. a reduced list of socket links does not make much difference, both
> are essentially O(N+M), where N is number of nodes, M is number of
> links. In general though the node DNA should not be judged by
> performance criteria too much, if you need to access the node
> structure millions of times (e.g. in rendering) you should create an
> optimized structure with arrays instead of linked lists and can store
> links in whatever way is needed for fast access. All modern node
> systems in Blender (cycles, compositor) do this.
> 
> Bottom line: the single links list is the best all-round solution for
> the purpose of storing data in .blend files and user manipulation.
> 
> On Sat, Dec 22, 2012 at 2:49 AM, Dan Eicher  wrote:
>> On Fri, Dec 21, 2012 at 4:52 AM, Lukas Tönne  wrote:
>> 
>>> # List of connected (Node, NodeSocket) pairs for 'socket':
>>> input_sockets = [(link.from_node, link.from_socket) for link in
>>> socket.id_data.links if link.to_socket == socket]
>>> output_sockets = [(link.to_node, link.to_socket) for link in
>>> socket.id_data.links if link.from_socket == socket]
>>> 
>> 
>> Somewhat off topic...
>> 
>> Looking at this code I'm starting to think that maybe it was a mistake to
>> expose Node.links instead of having it as a property on the sockets
>> themselves, it would make the code a lot clearer and it isn't like you can
>> really do anything with the links independent of the sockets they're
>> assigned to.
>> 
>> It may even be better to totally abstract away the NodeLinks too, maybe
>> socket.links just return a list of (Node, NodeSocket) tuples -- have to
>> think on this a bit more though since it would probably require
>> sub-classing NodeSocket into NodeInputSocket, NodeOutputSocket so you'd
>> know if the returned node/socket pair was a

[Bf-committers] Mouse zoom MacOS

2012-12-24 Thread Bartek Skorupa (priv)
Hey,

It seems that something changed in mouse behavior on Mac in latest releases. 
Please correct me if I'm wrong.
I've heard that the changes were introduced to make working with "Mighty Mouse" 
or "Touch Pad" easier or something.
If that's the case, I'd like to point out that it also changed the behavior 
when normal, standard mouse is used.
Now to zoom in/out I have to use some strange combinations like Ctrl plus 
something.
Ctrl-wheel works only in 3d view, but doesn't in let's say node editor. There I 
have to use Ctrl-middle click and drag.
Is it intended behavior? Is it going to stay this way?
Maybe it has something to do with my OS, so before I report a bug, I'd like to 
know if it really is a bug.

Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] Mouse zoom MacOS

2012-12-24 Thread Bartek Skorupa (priv)
I'm not talking about 2.65a, but latest releases. 2.65 works fine.

Bartek Skorupa

Sent from my iPhone

On 24 gru 2012, at 17:50, Fabian Hernandez  wrote:

> Sorry I meant to say mountain lion, not snow leopard, lol. (10.8.2)
> 
> On Dec 24, 2012, at 5:45 PM, Fabian Hernandez  wrote:
> 
>> Can't confirm that for 2.65a. I'm using an iMac running snow leopard, and a 
>> mouse from steelseries.
>> 
>> On Dec 24, 2012, at 12:49 PM, "Bartek Skorupa (priv)" 
>>  wrote:
>> 
>>> Hey,
>>> 
>>> It seems that something changed in mouse behavior on Mac in latest 
>>> releases. Please correct me if I'm wrong.
>>> I've heard that the changes were introduced to make working with "Mighty 
>>> Mouse" or "Touch Pad" easier or something.
>>> If that's the case, I'd like to point out that it also changed the behavior 
>>> when normal, standard mouse is used.
>>> Now to zoom in/out I have to use some strange combinations like Ctrl plus 
>>> something.
>>> Ctrl-wheel works only in 3d view, but doesn't in let's say node editor. 
>>> There I have to use Ctrl-middle click and drag.
>>> Is it intended behavior? Is it going to stay this way?
>>> Maybe it has something to do with my OS, so before I report a bug, I'd like 
>>> to know if it really is a bug.
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
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Re: [Bf-committers] Mouse zoom MacOS

2012-12-28 Thread Bartek Skorupa (priv)
Hi Ton,

Thank you for reply. Unfortunately factory setting didn't solve the issue as 
well.
I'm afraid that in Mac OS those things are somehow linked, I mean trackpad / 
mighty mouse vs. standard mice.
I think Apple guys can't even imagine how on earth anyone can not love their 
greatest in the world technology and use ancient mice like Logitech :-)

Some changes in Blender however must have done something, as in official 
Blender 2.65a (r53177M) everything is fine with Logitech mouse.

I'm not sure if it's relevant, but here are my specs:

COMPUTER:
MacBook Pro 2,6 GHz Intel Core i7,

SOFTWARE:
OS X 10.8.2 (12C3012)

MOUSE:
Mouse - Logitech Marathon Mouse M705, wireless,

MOUSE SOFTWARE:
Logitech Control Center ver. 3.4.0.

BLENDER REVISION:
Blender r53345


Thanks again

Cheers
Bartek Skorupa

www.bartekskorupa.com

On 28 gru 2012, at 10:03, Ton Roosendaal  wrote:

> Hi Bartek,
> 
> I've been working on cleaning up code for trackpad and mighty mouse, but that 
> was for different event types, scrollwheel events didn't change really 
> (recently).
> 
> Just test with factory settings, maybe one of the add-ons is swallowing 
> events?
> (File menu)
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> 
> On 26 Dec, 2012, at 12:40, Brecht Van Lommel wrote:
> 
>> If zooming with the mouse wheel in 3D view doesn't work anymore
>> without holding ctrl, then indeed please open a report in the tracker.
>> These recent changes should only affect the trackpad, if not then I'd
>> consider that a bug.
>> 
>> Brecht.
>> 
>> On Mon, Dec 24, 2012 at 12:49 PM, Bartek Skorupa (priv)
>>  wrote:
>>> Hey,
>>> 
>>> It seems that something changed in mouse behavior on Mac in latest 
>>> releases. Please correct me if I'm wrong.
>>> I've heard that the changes were introduced to make working with "Mighty 
>>> Mouse" or "Touch Pad" easier or something.
>>> If that's the case, I'd like to point out that it also changed the behavior 
>>> when normal, standard mouse is used.
>>> Now to zoom in/out I have to use some strange combinations like Ctrl plus 
>>> something.
>>> Ctrl-wheel works only in 3d view, but doesn't in let's say node editor. 
>>> There I have to use Ctrl-middle click and drag.
>>> Is it intended behavior? Is it going to stay this way?
>>> Maybe it has something to do with my OS, so before I report a bug, I'd like 
>>> to know if it really is a bug.
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
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Re: [Bf-committers] Mouse zoom MacOS

2012-12-28 Thread Bartek Skorupa (priv)
Thank you.


Bartek Skorupa

www.bartekskorupa.com

On 28 gru 2012, at 12:45, Ton Roosendaal  wrote:

> Hi,
> 
> Meanwhile, I can confirm it on my 10.8 macbook too. The 10.7 iMac is all 
> fine... we will move further discussion to the bug tracker.
> 
> -Ton-
> 
> 
> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
> 
> On 28 Dec, 2012, at 12:27, Bartek Skorupa (priv) wrote:
> 
>> Hi Ton,
>> 
>> Thank you for reply. Unfortunately factory setting didn't solve the issue as 
>> well.
>> I'm afraid that in Mac OS those things are somehow linked, I mean trackpad / 
>> mighty mouse vs. standard mice.
>> I think Apple guys can't even imagine how on earth anyone can not love their 
>> greatest in the world technology and use ancient mice like Logitech :-)
>> 
>> Some changes in Blender however must have done something, as in official 
>> Blender 2.65a (r53177M) everything is fine with Logitech mouse.
>> 
>> I'm not sure if it's relevant, but here are my specs:
>> 
>> COMPUTER:
>> MacBook Pro 2,6 GHz Intel Core i7,
>> 
>> SOFTWARE:
>> OS X 10.8.2 (12C3012)
>> 
>> MOUSE:
>> Mouse - Logitech Marathon Mouse M705, wireless,
>> 
>> MOUSE SOFTWARE:
>> Logitech Control Center ver. 3.4.0.
>> 
>> BLENDER REVISION:
>> Blender r53345
>> 
>> 
>> Thanks again
>> 
>> Cheers
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 28 gru 2012, at 10:03, Ton Roosendaal  wrote:
>> 
>>> Hi Bartek,
>>> 
>>> I've been working on cleaning up code for trackpad and mighty mouse, but 
>>> that was for different event types, scrollwheel events didn't change really 
>>> (recently).
>>> 
>>> Just test with factory settings, maybe one of the add-ons is swallowing 
>>> events?
>>> (File menu)
>>> 
>>> -Ton-
>>> 
>>> 
>>> Ton Roosendaal  Blender Foundation   t...@blender.orgwww.blender.org
>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>>> 
>>> On 26 Dec, 2012, at 12:40, Brecht Van Lommel wrote:
>>> 
>>>> If zooming with the mouse wheel in 3D view doesn't work anymore
>>>> without holding ctrl, then indeed please open a report in the tracker.
>>>> These recent changes should only affect the trackpad, if not then I'd
>>>> consider that a bug.
>>>> 
>>>> Brecht.
>>>> 
>>>> On Mon, Dec 24, 2012 at 12:49 PM, Bartek Skorupa (priv)
>>>>  wrote:
>>>>> Hey,
>>>>> 
>>>>> It seems that something changed in mouse behavior on Mac in latest 
>>>>> releases. Please correct me if I'm wrong.
>>>>> I've heard that the changes were introduced to make working with "Mighty 
>>>>> Mouse" or "Touch Pad" easier or something.
>>>>> If that's the case, I'd like to point out that it also changed the 
>>>>> behavior when normal, standard mouse is used.
>>>>> Now to zoom in/out I have to use some strange combinations like Ctrl plus 
>>>>> something.
>>>>> Ctrl-wheel works only in 3d view, but doesn't in let's say node editor. 
>>>>> There I have to use Ctrl-middle click and drag.
>>>>> Is it intended behavior? Is it going to stay this way?
>>>>> Maybe it has something to do with my OS, so before I report a bug, I'd 
>>>>> like to know if it really is a bug.
>>>>> 
>>>>> Bartek Skorupa
>>>>> 
>>>>> www.bartekskorupa.com
>>>>> 
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[Bf-committers] Nodes: Reroute node labels - feature request

2012-12-28 Thread Bartek Skorupa (priv)
Hey,

When working with nodes many of us label them so that it's easier to know what 
we're doing especially when nodes setups become more and more complex.
Reroute nodes are very helpful in many scenarios but IMHO they are missing one 
feature: Displaying their labels or names in the node editor, such that we 
don't have to select them to read the labels in the properties panel.
Do you think it's possible to add such feature? Below you'l find a link to 
image that shows what it could look like.

http://www.pasteall.org/pic/42547

Thank you

Cheers
Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] List the nodes of Frame with API

2013-01-06 Thread Bartek Skorupa (priv)
I was dealing with this issue when working on "Nodes Efficiency Tools": 
http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
In the current version I don't set parents, but I certainly will want to be 
able to do it.

The workaround I came up with is as follows:

Say you have a node 'frame'. It has children. Say we have a list of them and 
it's a list called 'children'.
Now we want some node outside this frame to be "parented" to it. (Let's call it 
'my_node')
What I'd do would be:
Remove 'frame', but first I'd store it's name, label and maybe some other 
parameters, then select all of it's children (for node in children: node.select 
= True), plus 'my_none' (my_node.select = True) and use bpy.ops.node.join() 
operator.
This will create new FRAME node and all of the selected nodes will become its 
children. Then you may set some previously stored parameters of removed 'frame'.
When using operators for nodes you have to mind the context, so it will not 
work from the console level or simple scripts run from text editor.

This is however a workaround and I'd really appreciate if it was possible to 
simply say node.parent = frame

Bartek Skorupa

www.bartekskorupa.com

On 6 sty 2013, at 19:25, Fabio Russo  wrote:

> Excellent! : D
> But this only allows me to read the relationship, if I instead want to set
> up the relationship? How do I? Parent is read only
> 
> 
> 2013/1/6 Lukas Tönne 
> 
>> Nodes have a "parent" pointer that defines the hierarchy. When you
>> have a frame node called "frame", the list of attached nodes consists
>> of all nodes whose parent is "frame":
>> 
>> node_tree = frame.id_data
>> children = [node for node in node_tree.nodes if node.parent == frame]
>> 
>> On Sun, Jan 6, 2013 at 1:17 PM, Fabio Russo  wrote:
>>> I'm back with some more questions regarding the nodes!
>>> I'm trying to improve the addon Compositing Presets, so do not call me
>>> annoying :P
>>> My new question is how do I know which nodes are located above the frame
>>> node via API?
>>> 
>>> Thank you very much,
>>> ruesp83
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[Bf-committers] Color Correction Node - "Lift"

2013-01-11 Thread Bartek Skorupa (priv)
I'd like to point out that in "Color Correction" node we have some naming 
issues.
"Lift" in all of the color correction tools do as follows:

C - input value
L - lift value
R - resulting value

R = (1-C) * L + C

in "Color Correction" node "Lift" simply adds lift value to input color.

I think we need to make a decision which color correction model to use. What 
"Lift" does right now is in fact called "Offset".
In my opinion we should either:
1. leave the current behavior of "Lift", but rename it to "Offset", or
2. change it to represent the real lift.

I'd opt for second solution.



Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] Color Correction Node - "Lift"

2013-01-11 Thread Bartek Skorupa (priv)
Sorry for double message on the same topic:

When analyzing behavior of "Color Correction" node I noticed that in fact all 
of the terms are messed up here.
It seems that this node uses "Offset/Gamma/Slope" model. Therefore "Gain" also 
doesn't do what it says. What it does is SLOPE, not GAIN.

Bartek Skorupa

www.bartekskorupa.com

On 11 sty 2013, at 16:27, "Bartek Skorupa (priv)" 
 wrote:

> I'd like to point out that in "Color Correction" node we have some naming 
> issues.
> "Lift" in all of the color correction tools do as follows:
> 
> C - input value
> L - lift value
> R - resulting value
> 
> R = (1-C) * L + C
> 
> in "Color Correction" node "Lift" simply adds lift value to input color.
> 
> I think we need to make a decision which color correction model to use. What 
> "Lift" does right now is in fact called "Offset".
> In my opinion we should either:
> 1. leave the current behavior of "Lift", but rename it to "Offset", or
> 2. change it to represent the real lift.
> 
> I'd opt for second solution.
> 
> 
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
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Re: [Bf-committers] Color Correction Node - "Lift"

2013-01-11 Thread Bartek Skorupa (priv)
I'd prefer it working like LIFT/GAMMA/GAIN does, but this is my personal taste.
In my opinion ASC CDL is rather not practical for working with colors. It's 
great to exchange grades between apps, but I simply don't feel it when grading.
The way "Color Correction" node works now is neither LIFT/GAMMA/GAIN nor ASC 
CDL.
It is "kind of" ASC CDL, but according to specs "power" should be used instead 
of "Gamma".
In fact "Gamma" in this case is nothing more than 1/power so maybe it could be 
left this way, especially that when increasing the value the artist expects 
colors to be brighter. This is how "Gamma" behaves in LIFT/GAMMA/GAIN.

If we all decide to leave the behavior as is - no problem for me, even though 
I'd opt for changing it.
The point of my thread here is to point out inconsistency between how the 
things work and what the names of operations are.

I did my tests just because I was surprised with the results when trying to use 
this node. I simply know what happens when I change "Lift" or "Gain" and when I 
changed the parameters that are called "Lift" or "Gain" in this particular node 
- the behavior was different.

If we decide to change the behavior - we lose backwards compatibility, so to 
make things easier - maybe just changing names of operations would be enough?
I would be more than happy if the behavior changes to proper LIFT/GAMMA/GAIN, 
but if it's left as is - fine, as long as the names say what they should.


Best Regards

Bartek Skorupa

www.bartekskorupa.com

On 11 sty 2013, at 18:41, Troy Sobotka  wrote:

> On Jan 11, 2013 7:27 AM, "Bartek Skorupa (priv)" <
> bartekskor...@bartekskorupa.com> wrote:
> 
>> 
>> R = (1-C) * L + C
> 
> I don't believe this would work well at all with scene referred models /
> spaces, of which Blender is.
> 
> Perhaps it is wiser to shift the default operation to ASC CDL format?
> 
> With respect,
> TJS
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[Bf-committers] Please review code of "Nodes Efficiency Tools" Add-On

2013-01-12 Thread Bartek Skorupa (priv)
Hello,

I'd like to ask for reviewing the code of Add On: "Nodes Efficiency Tools"
http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467

I think it's ready to be included in contrib repository.
The Addon is relatively "young". I published it in the middle of December last 
year, but it got very good response.
wiki page for it is ready: 
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
Here's a link to video tutorial: 
http://cg.bartekskorupa.com/nodes-efficiency-tools/
and here's a thread on BA forum: 
http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools

direct link to the code: 
http://projects.blender.org/tracker/download.php/153/467/33543/23534/node_efficiency_tools.py

With Respect
Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] Please review code of "Nodes Efficiency Tools" Add-On

2013-01-12 Thread Bartek Skorupa (priv)
Hey Gavin,

Thank you for your opinion.
About node alignment:
The main purpose of this tool was to align nodes let's say "horizontally" and 
evenly space them on vertical axis.
The behavior that you suggest is available without my add-on by hitting S-X-0 
or S-Y-0.
Such key combinations do exactly what you want. My goal was to additionally 
evenly distribute the the nodes.
This way you have both options: If you want "my" behavior you hit "Shift =" and 
chose the axis and if you don't want even distribution - S-X-0, or S-Y-0

Cheers

Bartek Skorupa

www.bartekskorupa.com

On 12 sty 2013, at 22:52, Gavin Howard  wrote:

> Hello all,
> Just though that I'd give my opinion of this add-on. I really like it.
> I can work much more efficiently in the compositor/materials node editor.
> It was stable on my machine. I'd recommend it.
> Bartek, I do have one suggestion for the add-on. On the automatic node
> alignment, the add-on automatically spaces the aligned nodes the same
> distance apart, which often throws off other alignments. I would suggest
> that you take that out. If you align them horizontally, only move them
> vertically, not horizontally as well. That said, it's a great add-on.
> Thanks for making it!
>     God Bless,
> Gavin Howard
> 
> 
> On Sat, Jan 12, 2013 at 2:43 PM, Bartek Skorupa (priv) <
> bartekskor...@bartekskorupa.com> wrote:
> 
>> Hello,
>> 
>> I'd like to ask for reviewing the code of Add On: "Nodes Efficiency Tools"
>> 
>> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
>> 
>> I think it's ready to be included in contrib repository.
>> The Addon is relatively "young". I published it in the middle of December
>> last year, but it got very good response.
>> wiki page for it is ready:
>> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
>> Here's a link to video tutorial:
>> http://cg.bartekskorupa.com/nodes-efficiency-tools/
>> and here's a thread on BA forum:
>> http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools
>> 
>> direct link to the code:
>> http://projects.blender.org/tracker/download.php/153/467/33543/23534/node_efficiency_tools.py
>> 
>> With Respect
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
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Re: [Bf-committers] Color Correction Node - "Lift"

2013-01-14 Thread Bartek Skorupa (priv)
I wouldn't consider it a bug. Color Balance makes no assumptions more than that 
it receives LINEAR to work on.
Every other node assumes the same, so there's no problem here.
Conversion to sRBG inside the algorithm can be treated as one of the operations 
this node performs.
If we don't call this "conversion to sRGB", but "primary adjustment" or 
whatever else - we don't anymore perceive it as a bug, don't you think?

Getting back to "Color Correction" node:
It's really fine with me that this node behaves as it does. If it's left this 
way we would only have to change names of the operations.
"Gain" should be called "Slope" and "Lift" should be called "offset".
Then everybody who knows those terms simply don't get unexpected results.

Regards

Bartek Skorupa

www.bartekskorupa.com

On 14 sty 2013, at 04:00, Troy Sobotka  wrote:

> On Sun, Jan 13, 2013 at 3:57 PM, François T.  
> wrote:
>> but you have to know that Color Balance does a
>> sRGB conversion internally. I don't think it would be good to do the same
>> in CC
> 
> This is unfortunate. I suspect this should be reported as a bug now
> that we have a proper color management system in place for transforms
> and expose the transfer curve.
> 
> All nodes should make zero assumptions of the color space and transfer curves.
> 
> With respect,
> TJS
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Re: [Bf-committers] Please review code of "Nodes Efficiency Tools" Add-On

2013-01-20 Thread Bartek Skorupa (priv)
Hello,

If anyone finds some time to review the code of "Nodes Efficiency Tools", I'd 
really appreciate.
As an author I believe that it's useful and ready to be moved to "contrib".

tracker: 
http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
wiki: 
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
changelog: 
http://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools/Changelog
video tutorial: http://cg.bartekskorupa.com/nodes-efficiency-tools/
blenderartists thread: 
http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools

I keep updating the code, the latest release is always available as an 
attachment in tracker.
Current version: 2.0.04

Regards
Bartek Skorupa

www.bartekskorupa.com

On 12 sty 2013, at 22:43, Bartek Skorupa (priv) 
 wrote:

> Hello,
> 
> I'd like to ask for reviewing the code of Add On: "Nodes Efficiency Tools"
> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
> 
> I think it's ready to be included in contrib repository.
> The Addon is relatively "young". I published it in the middle of December 
> last year, but it got very good response.
> wiki page for it is ready: 
> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
> Here's a link to video tutorial: 
> http://cg.bartekskorupa.com/nodes-efficiency-tools/
> and here's a thread on BA forum: 
> http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools
> 
> direct link to the code: 
> http://projects.blender.org/tracker/download.php/153/467/33543/23534/node_efficiency_tools.py
> 
> With Respect
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
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Re: [Bf-committers] Nodes: Reroute node labels - feature request

2013-01-23 Thread Bartek Skorupa (priv)
Thank you very much for implementing my idea. Checked it in revision 54012 and 
it's exactly what I was talking about.

Bartek Skorupa

www.bartekskorupa.com

On 28 gru 2012, at 21:58, Bartek Skorupa (priv) 
 wrote:

> Hey,
> 
> When working with nodes many of us label them so that it's easier to know 
> what we're doing especially when nodes setups become more and more complex.
> Reroute nodes are very helpful in many scenarios but IMHO they are missing 
> one feature: Displaying their labels or names in the node editor, such that 
> we don't have to select them to read the labels in the properties panel.
> Do you think it's possible to add such feature? Below you'l find a link to 
> image that shows what it could look like.
> 
> http://www.pasteall.org/pic/42547
> 
> Thank you
> 
> Cheers
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
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[Bf-committers] Reroute nodes links behavior

2013-01-23 Thread Bartek Skorupa (priv)
Hey,

You may call me pain in the &$%# some day, I know :-)
I'd like to ask if current behavior of link curves that are connected to 
"REROUTE" nodes shouldn't be changed.
Below you'll find a link to image that shows current behavior when "Noodle 
curving" is set to default "5" and how it should behave in my opinion.
What do you think about it?

http://www.pasteall.org/pic/44116

Node editor is designed to work best when the flow of nodes is from left to 
right.
If the behavior of link curves connected to reroute nodes changed to the one I 
suggest - everything would become more logical and easier to follow.

Would it be possible to change this behavior and do you think it should be 
changed?

Thank you

Bartek Skorupa

www.bartekskorupa.com

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[Bf-committers] Shouldn't "REROUTE" node become active?

2013-01-23 Thread Bartek Skorupa (priv)
Hey,

Lately I spotted probably not desired behavior when selecting "REROUTE" node.
When we select nodes one by one (right click with shift) - we make the nodes 
selected and the last one becomes active.
It happens so with all of the node kinds except "REROUTE".
When reroute node is selected as the last one - it doesn't become active.
Is this a desired behavior? If so - what is the purpose of it?
If this is not desired - should I report it as a bug?

Thank you

Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] "Nodes Efficiency Tools" Add-On permission to move to contrib

2013-01-25 Thread Bartek Skorupa (priv)
Hey,

I'd like to ask for permission to move my Add-On: "Nodes Efficiency Tools" to 
contrib.

tracker: 
http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
wiki: 
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
changelog: 
http://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools/Changelog
video tutorial: http://cg.bartekskorupa.com/nodes-efficiency-tools/
blenderartists thread: 
http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools

If code review is required - I'd like to ask for this.
I'm ready to maintain this script.
As you probably noticed I keep asking about it quite frequently.
I don't get any answers and I think there may be several reasons:

1. No-one has a time.
This is understandable. I will simply try again and again, maybe some day…

2. I'm too impatient, I should sit quiet and wait for my turn.
Well, I understand, just let me know :-)

3. There's no need for such add-on because most of the features it gives are 
planned to be implemented anyway.
If so - I'd gladly share any thought I may have, maybe I can be of some help.

4. There's no need for such add-on at all.
Well, I understand, just let me know :-)

5. The Add-On is so poorly coded that no-one wants to waste time reviewing such 
crap.
If so - just let me know :-)

With Respect
Bartek Skorupa

www.bartekskorupa.com

On 21 sty 2013, at 08:19, Bartek Skorupa (priv) 
 wrote:

> Hello,
> 
> If anyone finds some time to review the code of "Nodes Efficiency Tools", I'd 
> really appreciate.
> As an author I believe that it's useful and ready to be moved to "contrib".
> 
> tracker: 
> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
> wiki: 
> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
> changelog: 
> http://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools/Changelog
> video tutorial: http://cg.bartekskorupa.com/nodes-efficiency-tools/
> blenderartists thread: 
> http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools
> 
> I keep updating the code, the latest release is always available as an 
> attachment in tracker.
> Current version: 2.0.04
> 
> Regards
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 12 sty 2013, at 22:43, Bartek Skorupa (priv) 
>  wrote:
> 
>> Hello,
>> 
>> I'd like to ask for reviewing the code of Add On: "Nodes Efficiency Tools"
>> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
>> 
>> I think it's ready to be included in contrib repository.
>> The Addon is relatively "young". I published it in the middle of December 
>> last year, but it got very good response.
>> wiki page for it is ready: 
>> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
>> Here's a link to video tutorial: 
>> http://cg.bartekskorupa.com/nodes-efficiency-tools/
>> and here's a thread on BA forum: 
>> http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools
>> 
>> With Respect
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
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[Bf-committers] Feature request - "Copy Render Layer"

2013-02-01 Thread Bartek Skorupa (priv)
I am missing a little feature that shouldn't be very hard to implement, 
especially that I was able to create a simple add on that does exactly what I 
am looking for.
When creating render layers we have the option to add new render layer, remove 
render layer, but what is missing is the ability to make the exact copy of 
existing render layer.
It would help in many cases, like when you want to add new render layer where 
you'd like to change just one setting comparing to the render layer that 
already exists.

As I mentioned at the beginning I created a simple add on that does it. It adds 
a button in the render layers panel. The button executes the operator that 
creates exact copy of selected render layer.
I could simply ask for including this add on to blender, but I think such 
feature shouldn't be implemented via add-on, but on a "higher level". What do 
you think?

Here's the code:
http://www.pasteall.org/39349


http://cg.bartekskorupa.com/copy-render-layer/


Cheers

Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] Feature request - "Copy Render Layer"

2013-02-02 Thread Bartek Skorupa (priv)
@Pablo
You're right. It should be called "Duplicate Render Layer". I didn't think 
about it this way. I'll change it.
I'll also try to figure out a way to "Copy/Paste" render layers between scenes 
or files. My goal here would be to make it work the same as when we copy/paste 
nodes.
Desired behavior would be like this:

Select render layer, then click COPY, open another scene or another file and 
hit PASTE.
What do you think about it?

I think this kind of behavior would be easier to handle by users than 
"appending" render layers as it is in "Import Render Layers" add-on.
You don't always know all render layers by heard, so probably anyway before 
running "Imposrt Render Layers" you'd want to open the source file, right? Just 
to be sure if you import what you want.

Cheers

Bartek Skorupa

www.bartekskorupa.com

On 1 lut 2013, at 23:53, PabloVazquez.org  wrote:

> Hi,
> 
> Great script Bartek! Although I think the name should be "Duplicate
> RenderLayer" instead. "Copy" gives me the feeling it would copy it to the
> buffer for later paste, like materials/textures menu does (which would be
> great indeed!)
> 
> About copying renderlayers between files/scenes, I've been waiting for this
> since always. But I always forget to poke the devs about it.
> 
> Now, working on Tube, I needed it a lot. Bassam was kind enough to make a
> quick addon for this.
> 
> Import RenderLayers Addon:
> http://www.pasteall.org/39351
> 
> Incredibly useful, it lets you append RenderLayers from another file.
> 
> The only limitation right now due to the lack of time, is that right now it
> only imports the renderlayers from the first scene, it should let you
> choose from which scene to append the renderlayers from. Any awesome python
> hacker to jump in and help?
> 
> Once we have that, I believe this addon should be included in Blender
> trunk, perhaps even enabled by default.
> 
> Cheers!
> 
> --
> Pablo Vazquez
> CG Artist - Blender Foundation Certified Trainer
> Twitter: http://twitter.com/venomgfx
> Blender Network: http://blendernetwork.org/member/pablo-vazquez
> E-mail: cont...@pablovazquez.org
> Website: http://www.pablovazquez.org
> 
> 
> On Fri, Feb 1, 2013 at 5:31 PM, Juan Pablo Bouza wrote:
> 
>> 
>> Hi!!
>> 
>> Moreover, I think that there should be an option to copy a render layer
>> from one scene to another one
>> 
>> In many cases you need to do exact copies of render layers throughout many
>> scenes. Currently the only way to do this is to create an empty scene with
>> the render layer settinga, and then you have to start appending the objects
>> from the animation scene.
>> 
>> 
>> 
>>> From: bartekskor...@bartekskorupa.com
>>> Date: Fri, 1 Feb 2013 23:15:23 +0100
>>> To: bf-committers@blender.org
>>> Subject: [Bf-committers] Feature request - "Copy Render Layer"
>>> 
>>> I am missing a little feature that shouldn't be very hard to implement,
>> especially that I was able to create a simple add on that does exactly what
>> I am looking for.
>>> When creating render layers we have the option to add new render layer,
>> remove render layer, but what is missing is the ability to make the exact
>> copy of existing render layer.
>>> It would help in many cases, like when you want to add new render layer
>> where you'd like to change just one setting comparing to the render layer
>> that already exists.
>>> 
>>> As I mentioned at the beginning I created a simple add on that does it.
>> It adds a button in the render layers panel. The button executes the
>> operator that creates exact copy of selected render layer.
>>> I could simply ask for including this add on to blender, but I think
>> such feature shouldn't be implemented via add-on, but on a "higher level".
>> What do you think?
>>> 
>>> Here's the code:
>>> http://www.pasteall.org/39349
>>> 
>>> 
>>> http://cg.bartekskorupa.com/copy-render-layer/
>>> 
>>> 
>>> Cheers
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
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Re: [Bf-committers] "Nodes Efficiency Tools" Add-On permission to move to contrib

2013-02-02 Thread Bartek Skorupa (priv)
Thank you Campbell for reviewing the code.
I have corrected all issues you pointed out in your review and uploaded latest 
version to tracker.
Yesterday I had doubts about handling keycap items, but during my tests I 
probably had made some mistakes. I tested everything once again and now in 
version 2.0.06 it's all exactly as it should be.
There is only one thing that I have left untouched although you suggested to 
change it.

line 816 (originally 803):
bpy.ops.transform.resize(value = (0.0, 0.0, 0.0))

I left it because my goal here is not to simply move all nodes to the same 
location, but I use this "hack" to later calculate properly the dimensions of 
my nodes. I know that now nodes have properties "height", "width" and 
"width_hidden", but unfortunately they don't give me values that I need. That's 
why I use a hack to add "reroute" node, then select all of my nodes, "resize" 
them down to zero and then calculate nodes' dimensions basing on their new 
locations differences. I need to do all this because nodes' locations are 
calculated in relation to upper left corner of the node and I need to place 
them in relation to "visual" center of them.

I don't know how I can include modified code here: 
https://codereview.appspot.com/7235078/
That's why I'd like to ask you to take a look at my code again. Its new version 
(2.0.06) is uploaded to the tracker:
http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467

If the code is fine, will I get the permission to upload it to contrib and 
maybe eventually to trunk?

Thank you again

Cheers

Bartek Skorupa

www.bartekskorupa.com

On 25 sty 2013, at 23:12, Bassam Kurdali  wrote:

> Hi Bartek:
> I'm not a decision maker at all, but I looked at the code and it
> certainly looks good enough- no trouble understanding it, plenty of
> comments,  and I could hack a feature in without difficulty if I wanted.
> The functionality is great, and I had not encountered any bugs.
> 
> +1 from me for inclusion in contrib
> 
> PS- the only thing that stands out is it is not pep-8 compliant (at
> least lines are too long in some places, and there is a space around the
> = when assigning values in function calls and I personally like to see
> docs for functions ... but this is all code cleanup suggestions, not me
> saying that 'it can't go into trunk' as is.
> 
> cheers,
> Bassam
> On Fri, 2013-01-25 at 13:12 +0100, Bartek Skorupa (priv) wrote:
>> Hey,
>> 
>> I'd like to ask for permission to move my Add-On: "Nodes Efficiency Tools" 
>> to contrib.
>> 
>> tracker: 
>> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
>> wiki: 
>> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
>> changelog: 
>> http://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools/Changelog
>> video tutorial: http://cg.bartekskorupa.com/nodes-efficiency-tools/
>> blenderartists thread: 
>> http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools
>> 
>> If code review is required - I'd like to ask for this.
>> I'm ready to maintain this script.
>> As you probably noticed I keep asking about it quite frequently.
>> I don't get any answers and I think there may be several reasons:
>> 
>> 1. No-one has a time.
>> This is understandable. I will simply try again and again, maybe some day…
>> 
>> 2. I'm too impatient, I should sit quiet and wait for my turn.
>> Well, I understand, just let me know :-)
>> 
>> 3. There's no need for such add-on because most of the features it gives are 
>> planned to be implemented anyway.
>> If so - I'd gladly share any thought I may have, maybe I can be of some help.
>> 
>> 4. There's no need for such add-on at all.
>> Well, I understand, just let me know :-)
>> 
>> 5. The Add-On is so poorly coded that no-one wants to waste time reviewing 
>> such crap.
>> If so - just let me know :-)
>> 
>> With Respect
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 21 sty 2013, at 08:19, Bartek Skorupa (priv) 
>>  wrote:
>> 
>>> Hello,
>>> 
>>> If anyone finds some time to review the code of "Nodes Efficiency Tools", 
>>> I'd really appreciate.
>>> As an author I believe that it's useful and ready to be moved to "contrib".
>>> 
>>> tracker: 
>>> http://projects.blender.or

Re: [Bf-committers] "Nodes Efficiency Tools" Add-On permission to move to contrib

2013-02-02 Thread Bartek Skorupa (priv)
Thank you Campbell for reviewing updated code.
In your comment in tracker you said:
"Hi Bartek, checked the updated script and LGTM. +1 to commit into contrib."

It means that I have one "+1"

How many "plus ones" do I need to treat this as: "Go ahead, commit"? :-)
Is your "+1" enough, or I need to wait for others?

Thank you again.

Bartek Skorupa

www.bartekskorupa.com

On 2 lut 2013, at 14:29, Bartek Skorupa (priv) 
 wrote:

> Thank you Campbell for reviewing the code.
> I have corrected all issues you pointed out in your review and uploaded 
> latest version to tracker.
> Yesterday I had doubts about handling keycap items, but during my tests I 
> probably had made some mistakes. I tested everything once again and now in 
> version 2.0.06 it's all exactly as it should be.
> There is only one thing that I have left untouched although you suggested to 
> change it.
> 
> line 816 (originally 803):
> bpy.ops.transform.resize(value = (0.0, 0.0, 0.0))
> 
> I left it because my goal here is not to simply move all nodes to the same 
> location, but I use this "hack" to later calculate properly the dimensions of 
> my nodes. I know that now nodes have properties "height", "width" and 
> "width_hidden", but unfortunately they don't give me values that I need. 
> That's why I use a hack to add "reroute" node, then select all of my nodes, 
> "resize" them down to zero and then calculate nodes' dimensions basing on 
> their new locations differences. I need to do all this because nodes' 
> locations are calculated in relation to upper left corner of the node and I 
> need to place them in relation to "visual" center of them.
> 
> I don't know how I can include modified code here: 
> https://codereview.appspot.com/7235078/
> That's why I'd like to ask you to take a look at my code again. Its new 
> version (2.0.06) is uploaded to the tracker:
> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
> 
> If the code is fine, will I get the permission to upload it to contrib and 
> maybe eventually to trunk?
> 
> Thank you again
> 
> Cheers
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 25 sty 2013, at 23:12, Bassam Kurdali  wrote:
> 
>> Hi Bartek:
>> I'm not a decision maker at all, but I looked at the code and it
>> certainly looks good enough- no trouble understanding it, plenty of
>> comments,  and I could hack a feature in without difficulty if I wanted.
>> The functionality is great, and I had not encountered any bugs.
>> 
>> +1 from me for inclusion in contrib
>> 
>> PS- the only thing that stands out is it is not pep-8 compliant (at
>> least lines are too long in some places, and there is a space around the
>> = when assigning values in function calls and I personally like to see
>> docs for functions ... but this is all code cleanup suggestions, not me
>> saying that 'it can't go into trunk' as is.
>> 
>> cheers,
>> Bassam
>> On Fri, 2013-01-25 at 13:12 +0100, Bartek Skorupa (priv) wrote:
>>> Hey,
>>> 
>>> I'd like to ask for permission to move my Add-On: "Nodes Efficiency Tools" 
>>> to contrib.
>>> 
>>> tracker: 
>>> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
>>> wiki: 
>>> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
>>> changelog: 
>>> http://wiki.blender.org/index.php?title=Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools/Changelog
>>> video tutorial: http://cg.bartekskorupa.com/nodes-efficiency-tools/
>>> blenderartists thread: 
>>> http://blenderartists.org/forum/showthread.php?274755-ADDON-Compositing-Nodes-Efficiency-Tools
>>> 
>>> If code review is required - I'd like to ask for this.
>>> I'm ready to maintain this script.
>>> As you probably noticed I keep asking about it quite frequently.
>>> I don't get any answers and I think there may be several reasons:
>>> 
>>> 1. No-one has a time.
>>> This is understandable. I will simply try again and again, maybe some day…
>>> 
>>> 2. I'm too impatient, I should sit quiet and wait for my turn.
>>> Well, I understand, just let me know :-)
>>> 
>>> 3. There's no need for such add-on because most of the features it gives 
>>> are planned to be implemented anyway.
>>> If so - I'd gladly share 

Re: [Bf-committers] "Nodes Efficiency Tools" Add-On permission to move to contrib

2013-02-02 Thread Bartek Skorupa (priv)
Thank you. I will commit later today.

Bartek Skorupa

www.bartekskorupa.com

On 2 lut 2013, at 15:24, Campbell Barton  wrote:

> Since its contrib, You can go ahead and commit.
> This means it will show up in the 'Testing' section of addons and
> won't be distributed with releases, we can still review this for
> inclusions in release after.
> 
> On Sun, Feb 3, 2013 at 1:16 AM, Bartek Skorupa (priv)
>  wrote:
>> Thank you Campbell for reviewing updated code.
>> In your comment in tracker you said:
>> "Hi Bartek, checked the updated script and LGTM. +1 to commit into contrib."
>> 
>> It means that I have one "+1"
>> 
>> How many "plus ones" do I need to treat this as: "Go ahead, commit"? :-)
>> Is your "+1" enough, or I need to wait for others?
>> 
>> Thank you again.
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 2 lut 2013, at 14:29, Bartek Skorupa (priv) 
>>  wrote:
>> 
>>> Thank you Campbell for reviewing the code.
>>> I have corrected all issues you pointed out in your review and uploaded 
>>> latest version to tracker.
>>> Yesterday I had doubts about handling keycap items, but during my tests I 
>>> probably had made some mistakes. I tested everything once again and now in 
>>> version 2.0.06 it's all exactly as it should be.
>>> There is only one thing that I have left untouched although you suggested 
>>> to change it.
>>> 
>>> line 816 (originally 803):
>>> bpy.ops.transform.resize(value = (0.0, 0.0, 0.0))
>>> 
>>> I left it because my goal here is not to simply move all nodes to the same 
>>> location, but I use this "hack" to later calculate properly the dimensions 
>>> of my nodes. I know that now nodes have properties "height", "width" and 
>>> "width_hidden", but unfortunately they don't give me values that I need. 
>>> That's why I use a hack to add "reroute" node, then select all of my nodes, 
>>> "resize" them down to zero and then calculate nodes' dimensions basing on 
>>> their new locations differences. I need to do all this because nodes' 
>>> locations are calculated in relation to upper left corner of the node and I 
>>> need to place them in relation to "visual" center of them.
>>> 
>>> I don't know how I can include modified code here: 
>>> https://codereview.appspot.com/7235078/
>>> That's why I'd like to ask you to take a look at my code again. Its new 
>>> version (2.0.06) is uploaded to the tracker:
>>> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
>>> 
>>> If the code is fine, will I get the permission to upload it to contrib and 
>>> maybe eventually to trunk?
>>> 
>>> Thank you again
>>> 
>>> Cheers
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 25 sty 2013, at 23:12, Bassam Kurdali  wrote:
>>> 
>>>> Hi Bartek:
>>>> I'm not a decision maker at all, but I looked at the code and it
>>>> certainly looks good enough- no trouble understanding it, plenty of
>>>> comments,  and I could hack a feature in without difficulty if I wanted.
>>>> The functionality is great, and I had not encountered any bugs.
>>>> 
>>>> +1 from me for inclusion in contrib
>>>> 
>>>> PS- the only thing that stands out is it is not pep-8 compliant (at
>>>> least lines are too long in some places, and there is a space around the
>>>> = when assigning values in function calls and I personally like to see
>>>> docs for functions ... but this is all code cleanup suggestions, not me
>>>> saying that 'it can't go into trunk' as is.
>>>> 
>>>> cheers,
>>>> Bassam
>>>> On Fri, 2013-01-25 at 13:12 +0100, Bartek Skorupa (priv) wrote:
>>>>> Hey,
>>>>> 
>>>>> I'd like to ask for permission to move my Add-On: "Nodes Efficiency 
>>>>> Tools" to contrib.
>>>>> 
>>>>> tracker: 
>>>>> http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=467
>>>>> wiki: 
>>>>> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
>>>>

Re: [Bf-committers] Feature request - "Copy Render Layer"

2013-02-02 Thread Bartek Skorupa (priv)
I don't know, but I am working on it just now.
Up till now I managed to copy/paste render layers between scenes in the same 
file.
I also managed to paste render layer to different file, but without layers and 
mask layers.
I have problems with those attributes as they are stored in the buffer together 
with reference to original scene etc. When I open another file - those data are 
no longer available, so it does't want to work.

I will first try to make my solution work and if I succeed - I'll try to 
combine this with Bassam's script.


Bartek Skorupa

www.bartekskorupa.com

On 2 lut 2013, at 22:43, PabloVazquez.org  wrote:

> @Bartek
> 
> Yes that'd be a nice addition, but I think both options should be provided.
> 
> Your approach seems good when copying a couple layers, but sometimes is
> needed to copy many (characters, bg, fg, zmasks, and so on).
> 
> I think the best way would be to:
> - Copy/Paste individual RenderLayer to buffer.
> - Import RenderLayers from X scene
> - Import RenderLayers from file...
>- This could be a little popup invoke that lets you browse to the file,
> once the file is chosen it will the scenes in a dropdown, for each scene a
> list of the renderlayers to import.
> 
> Is this even possible with current Blender's API?
> 
> 
> 
> --
> Pablo Vazquez
> CG Artist - Blender Foundation Certified Trainer
> Twitter: http://twitter.com/venomgfx
> Blender Network: http://blendernetwork.org/member/pablo-vazquez
> E-mail: cont...@pablovazquez.org
> Website: http://www.pablovazquez.org
> 
> 
> On Sat, Feb 2, 2013 at 8:10 AM, Bartek Skorupa (priv) <
> bartekskor...@bartekskorupa.com> wrote:
> 
>> @Pablo
>> You're right. It should be called "Duplicate Render Layer". I didn't think
>> about it this way. I'll change it.
>> I'll also try to figure out a way to "Copy/Paste" render layers between
>> scenes or files. My goal here would be to make it work the same as when we
>> copy/paste nodes.
>> Desired behavior would be like this:
>> 
>> Select render layer, then click COPY, open another scene or another file
>> and hit PASTE.
>> What do you think about it?
>> 
>> I think this kind of behavior would be easier to handle by users than
>> "appending" render layers as it is in "Import Render Layers" add-on.
>> You don't always know all render layers by heard, so probably anyway
>> before running "Imposrt Render Layers" you'd want to open the source file,
>> right? Just to be sure if you import what you want.
>> 
>> Cheers
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 1 lut 2013, at 23:53, PabloVazquez.org  wrote:
>> 
>>> Hi,
>>> 
>>> Great script Bartek! Although I think the name should be "Duplicate
>>> RenderLayer" instead. "Copy" gives me the feeling it would copy it to the
>>> buffer for later paste, like materials/textures menu does (which would be
>>> great indeed!)
>>> 
>>> About copying renderlayers between files/scenes, I've been waiting for
>> this
>>> since always. But I always forget to poke the devs about it.
>>> 
>>> Now, working on Tube, I needed it a lot. Bassam was kind enough to make a
>>> quick addon for this.
>>> 
>>> Import RenderLayers Addon:
>>> http://www.pasteall.org/39351
>>> 
>>> Incredibly useful, it lets you append RenderLayers from another file.
>>> 
>>> The only limitation right now due to the lack of time, is that right now
>> it
>>> only imports the renderlayers from the first scene, it should let you
>>> choose from which scene to append the renderlayers from. Any awesome
>> python
>>> hacker to jump in and help?
>>> 
>>> Once we have that, I believe this addon should be included in Blender
>>> trunk, perhaps even enabled by default.
>>> 
>>> Cheers!
>>> 
>>> --
>>> Pablo Vazquez
>>> CG Artist - Blender Foundation Certified Trainer
>>> Twitter: http://twitter.com/venomgfx
>>> Blender Network: http://blendernetwork.org/member/pablo-vazquez
>>> E-mail: cont...@pablovazquez.org
>>> Website: http://www.pablovazquez.org
>>> 
>>> 
>>> On Fri, Feb 1, 2013 at 5:31 PM, Juan Pablo Bouza >> wrote:
>>> 
>>>> 
>>>> Hi!!
>>>> 
>>>> Moreover, I think that there should be an option to copy a render layer
>>>> from one scene to another one
>&

Re: [Bf-committers] Feature request - "Copy Render Layer"

2013-02-04 Thread Bartek Skorupa (priv)
Managed to make it work.

Currently we have 4 buttons available:
"Duplicate": Duplicates selected render layer
"Copy": Copies selected render layer to clipboard
"Copy All": Copies all render layers of active scene to clipboard
"Paste": Pastes render layers from clipboard to active scene.

It works across scenes in the same file as well as between files.
If you want to Copy/Paste render layers between files do this:
"Copy" or :Copy All", then open the destination file and hit "Paste"

All of the render layers will be pasted to current scene of opened file.

If any of copied render layers had "material override" or "light override" and 
such material or light group doesn't exist in destination file - it simply 
won't be pasted and warning in info panel will appear.

Link to wiki and download:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/Copy_Render_Layer

Tracker:
http://projects.blender.org/tracker/index.php?func=detail&aid=34109&group_id=153&atid=467

Cheers

Bartek Skorupa

www.bartekskorupa.com

On 2 lut 2013, at 23:18, Bartek Skorupa (priv) 
 wrote:

> I don't know, but I am working on it just now.
> Up till now I managed to copy/paste render layers between scenes in the same 
> file.
> I also managed to paste render layer to different file, but without layers 
> and mask layers.
> I have problems with those attributes as they are stored in the buffer 
> together with reference to original scene etc. When I open another file - 
> those data are no longer available, so it does't want to work.
> 
> I will first try to make my solution work and if I succeed - I'll try to 
> combine this with Bassam's script.
> 
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 2 lut 2013, at 22:43, PabloVazquez.org  wrote:
> 
>> @Bartek
>> 
>> Yes that'd be a nice addition, but I think both options should be provided.
>> 
>> Your approach seems good when copying a couple layers, but sometimes is
>> needed to copy many (characters, bg, fg, zmasks, and so on).
>> 
>> I think the best way would be to:
>> - Copy/Paste individual RenderLayer to buffer.
>> - Import RenderLayers from X scene
>> - Import RenderLayers from file...
>>   - This could be a little popup invoke that lets you browse to the file,
>> once the file is chosen it will the scenes in a dropdown, for each scene a
>> list of the renderlayers to import.
>> 
>> Is this even possible with current Blender's API?
>> 
>> 
>> 
>> --
>> Pablo Vazquez
>> CG Artist - Blender Foundation Certified Trainer
>> Twitter: http://twitter.com/venomgfx
>> Blender Network: http://blendernetwork.org/member/pablo-vazquez
>> E-mail: cont...@pablovazquez.org
>> Website: http://www.pablovazquez.org
>> 
>> 
>> On Sat, Feb 2, 2013 at 8:10 AM, Bartek Skorupa (priv) <
>> bartekskor...@bartekskorupa.com> wrote:
>> 
>>> @Pablo
>>> You're right. It should be called "Duplicate Render Layer". I didn't think
>>> about it this way. I'll change it.
>>> I'll also try to figure out a way to "Copy/Paste" render layers between
>>> scenes or files. My goal here would be to make it work the same as when we
>>> copy/paste nodes.
>>> Desired behavior would be like this:
>>> 
>>> Select render layer, then click COPY, open another scene or another file
>>> and hit PASTE.
>>> What do you think about it?
>>> 
>>> I think this kind of behavior would be easier to handle by users than
>>> "appending" render layers as it is in "Import Render Layers" add-on.
>>> You don't always know all render layers by heard, so probably anyway
>>> before running "Imposrt Render Layers" you'd want to open the source file,
>>> right? Just to be sure if you import what you want.
>>> 
>>> Cheers
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 1 lut 2013, at 23:53, PabloVazquez.org  wrote:
>>> 
>>>> Hi,
>>>> 
>>>> Great script Bartek! Although I think the name should be "Duplicate
>>>> RenderLayer" instead. "Copy" gives me the feeling it would copy it to the
>>>> buffer for later paste, like materials/textures menu does (which would be
>>>> great indeed!)
>>>> 
>>>> About copying renderlayers between files/scenes, I've been waiting for
>>> this
>>>> since always.

Re: [Bf-committers] Node type OUTPUT_MATERIAL undefined

2013-03-19 Thread Bartek Skorupa (priv)
How do I add 'REROUTE' node now?
I tried 'CompositorNodeReroute', but it doesn't work.


Bartek Skorupa

www.bartekskorupa.com

On 19 mar 2013, at 10:49, Lukas Tönne  wrote:

> Sorry, should have documented these changes better.
> 
> Here is a simple wiki page to collect all changes. The identifier
> string change you ran into is the most important, most other things
> should still work. Please let me know if you encounter more problems
> of this sort:
> 
> http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes/API_changes
> 
> The sphinx error seems to be a missing default value in RNA, will try
> to track it down.
> 
> On Tue, Mar 19, 2013 at 2:33 AM, INTERLICHTSPIELHAUS
>  wrote:
>> hi
>> 
>> just did a fresh svn update
>> and a script just broke
>> 
>> i am creating a new shadernode with the following line
>> 
>> out_node = nodeTree.nodes.new('OUTPUT_MATERIAL')
>> 
>> i receive the following color
>> RuntimeError: Error: Node type OUTPUT_MATERIAL undefined
>> 
>> could someone point me to online dox with the recent python api changes ?
>> 
>> when i try to run sphinx_doc_gen.py locally
>> i get the following output + segmentation fault
>> 
>> /home/interlichtspielhaus/blender/doc/python_api/rst/bmesh.ops.rst
>> RNA Warning: Current value "0" matches no enum in 'EnumProperty',
>> 'addon_filter', 'default'
>> 
>> ./blender() [0x95f41e]
>> /lib/x86_64-linux-gnu/libc.so.6(+0x364a0) [0x7fd9dd28c4a0]
>> /lib/x86_64-linux-gnu/libc.so.6(+0x162c01) [0x7fd9dd3b8c01]
>> ./blender(StringProperty_default_value_length+0x2b) [0x139772b]
>> ./blender(RNA_property_string_length+0x61) [0x12fd831]
>> ./blender(RNA_property_string_get_alloc+0x36) [0x12fd896]
>> ./blender(pyrna_prop_to_py+0x168) [0xcc0b98]
>> ./blender() [0xcc0ec0]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(+0xbf9cb) [0x7fd9e1aea9cb]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x6003)
>> [0x7fd9e1a92743]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>> [0x7fd9e1a926a2]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>> [0x7fd9e1a95656]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>> [0x7fd9e1a92135]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>> [0x7fd9e1a95656]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>> [0x7fd9e1a92135]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>> [0x7fd9e1a926a2]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>> [0x7fd9e1a926a2]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>> [0x7fd9e1a95656]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCode+0x3b)
>> [0x7fd9e1a9593b]
>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyRun_FileExFlags+0xb9)
>> [0x7fd9e1bdefc9]
>> ./blender() [0xcb6f96]
>> ./blender() [0x95e871]
>> ./blender(BLI_argsParse+0xc7) [0xf82e97]
>> ./blender(main+0xace) [0x9404fe]
>> /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7fd9dd27776d]
>> ./blender() [0x95e089]
>> 
>> thanks
>> inS
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Node type OUTPUT_MATERIAL undefined

2013-03-19 Thread Bartek Skorupa (priv)
Please don't mind my previous question. Found it.
nodes.new('NodeReroute')

Bartek Skorupa

www.bartekskorupa.com

On 19 mar 2013, at 15:10, Bartek Skorupa (priv) 
 wrote:

> How do I add 'REROUTE' node now?
> I tried 'CompositorNodeReroute', but it doesn't work.
> 
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 19 mar 2013, at 10:49, Lukas Tönne  wrote:
> 
>> Sorry, should have documented these changes better.
>> 
>> Here is a simple wiki page to collect all changes. The identifier
>> string change you ran into is the most important, most other things
>> should still work. Please let me know if you encounter more problems
>> of this sort:
>> 
>> http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes/API_changes
>> 
>> The sphinx error seems to be a missing default value in RNA, will try
>> to track it down.
>> 
>> On Tue, Mar 19, 2013 at 2:33 AM, INTERLICHTSPIELHAUS
>>  wrote:
>>> hi
>>> 
>>> just did a fresh svn update
>>> and a script just broke
>>> 
>>> i am creating a new shadernode with the following line
>>> 
>>> out_node = nodeTree.nodes.new('OUTPUT_MATERIAL')
>>> 
>>> i receive the following color
>>> RuntimeError: Error: Node type OUTPUT_MATERIAL undefined
>>> 
>>> could someone point me to online dox with the recent python api changes ?
>>> 
>>> when i try to run sphinx_doc_gen.py locally
>>> i get the following output + segmentation fault
>>> 
>>> /home/interlichtspielhaus/blender/doc/python_api/rst/bmesh.ops.rst
>>> RNA Warning: Current value "0" matches no enum in 'EnumProperty',
>>> 'addon_filter', 'default'
>>> 
>>> ./blender() [0x95f41e]
>>> /lib/x86_64-linux-gnu/libc.so.6(+0x364a0) [0x7fd9dd28c4a0]
>>> /lib/x86_64-linux-gnu/libc.so.6(+0x162c01) [0x7fd9dd3b8c01]
>>> ./blender(StringProperty_default_value_length+0x2b) [0x139772b]
>>> ./blender(RNA_property_string_length+0x61) [0x12fd831]
>>> ./blender(RNA_property_string_get_alloc+0x36) [0x12fd896]
>>> ./blender(pyrna_prop_to_py+0x168) [0xcc0b98]
>>> ./blender() [0xcc0ec0]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(+0xbf9cb) [0x7fd9e1aea9cb]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x6003)
>>> [0x7fd9e1a92743]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>> [0x7fd9e1a926a2]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>> [0x7fd9e1a95656]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>>> [0x7fd9e1a92135]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>> [0x7fd9e1a95656]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>>> [0x7fd9e1a92135]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>> [0x7fd9e1a926a2]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>> [0x7fd9e1a926a2]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>> [0x7fd9e1a95656]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCode+0x3b)
>>> [0x7fd9e1a9593b]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyRun_FileExFlags+0xb9)
>>> [0x7fd9e1bdefc9]
>>> ./blender() [0xcb6f96]
>>> ./blender() [0x95e871]
>>> ./blender(BLI_argsParse+0xc7) [0xf82e97]
>>> ./blender(main+0xace) [0x9404fe]
>>> /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7fd9dd27776d]
>>> ./blender() [0x95e089]
>>> 
>>> thanks
>>> inS
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> ___
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Re: [Bf-committers] Node type OUTPUT_MATERIAL undefined

2013-03-20 Thread Bartek Skorupa (priv)
Hey,

Nodes:
I just spotted strange behavior when adding links via NodeTree.links.new(from, 
to)
When something is linked to the input - newly created link doesn't remove this 
old link.
Before latest API changes - it worked ok. Old links were removed as expected.
Now after adding new link - two links are attached to one input which is by no 
means not what should happen.
Is this a desired behavior?
If so - how can I "remove" link?

Thanks

Cheers

Bartek Skorupa

www.bartekskorupa.com

On 19 mar 2013, at 15:10, Bartek Skorupa (priv) 
 wrote:

> How do I add 'REROUTE' node now?
> I tried 'CompositorNodeReroute', but it doesn't work.
> 
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 19 mar 2013, at 10:49, Lukas Tönne  wrote:
> 
>> Sorry, should have documented these changes better.
>> 
>> Here is a simple wiki page to collect all changes. The identifier
>> string change you ran into is the most important, most other things
>> should still work. Please let me know if you encounter more problems
>> of this sort:
>> 
>> http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes/API_changes
>> 
>> The sphinx error seems to be a missing default value in RNA, will try
>> to track it down.
>> 
>> On Tue, Mar 19, 2013 at 2:33 AM, INTERLICHTSPIELHAUS
>>  wrote:
>>> hi
>>> 
>>> just did a fresh svn update
>>> and a script just broke
>>> 
>>> i am creating a new shadernode with the following line
>>> 
>>> out_node = nodeTree.nodes.new('OUTPUT_MATERIAL')
>>> 
>>> i receive the following color
>>> RuntimeError: Error: Node type OUTPUT_MATERIAL undefined
>>> 
>>> could someone point me to online dox with the recent python api changes ?
>>> 
>>> when i try to run sphinx_doc_gen.py locally
>>> i get the following output + segmentation fault
>>> 
>>> /home/interlichtspielhaus/blender/doc/python_api/rst/bmesh.ops.rst
>>> RNA Warning: Current value "0" matches no enum in 'EnumProperty',
>>> 'addon_filter', 'default'
>>> 
>>> ./blender() [0x95f41e]
>>> /lib/x86_64-linux-gnu/libc.so.6(+0x364a0) [0x7fd9dd28c4a0]
>>> /lib/x86_64-linux-gnu/libc.so.6(+0x162c01) [0x7fd9dd3b8c01]
>>> ./blender(StringProperty_default_value_length+0x2b) [0x139772b]
>>> ./blender(RNA_property_string_length+0x61) [0x12fd831]
>>> ./blender(RNA_property_string_get_alloc+0x36) [0x12fd896]
>>> ./blender(pyrna_prop_to_py+0x168) [0xcc0b98]
>>> ./blender() [0xcc0ec0]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(+0xbf9cb) [0x7fd9e1aea9cb]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x6003)
>>> [0x7fd9e1a92743]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>> [0x7fd9e1a926a2]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>> [0x7fd9e1a95656]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>>> [0x7fd9e1a92135]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>> [0x7fd9e1a95656]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>>> [0x7fd9e1a92135]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>> [0x7fd9e1a926a2]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>> [0x7fd9e1a926a2]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>> [0x7fd9e1a95656]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCode+0x3b)
>>> [0x7fd9e1a9593b]
>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyRun_FileExFlags+0xb9)
>>> [0x7fd9e1bdefc9]
>>> ./blender() [0xcb6f96]
>>> ./blender() [0x95e871]
>>> ./blender(BLI_argsParse+0xc7) [0xf82e97]
>>> ./blender(main+0xace) [0x9404fe]
>>> /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xed) [0x7fd9dd27776d]
>>> ./blender() [0x95e089]
>>> 
>>> thanks
>>> inS
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> ___
>> Bf-committers mailing list
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>> http://lists.blender.org/mailman/listinfo/bf-committers
> 
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Re: [Bf-committers] Node type OUTPUT_MATERIAL undefined

2013-03-20 Thread Bartek Skorupa (priv)
Thank you Lukas, now everything works fine.

Bartek Skorupa

www.bartekskorupa.com

On 20 mar 2013, at 10:55, Lukas Tönne  wrote:

> @Bartek: This was a bug in the RNA function, link counting was not
> taking the new link into account, fixed in r55436. Thanks for
> reporting!
> 
> On Wed, Mar 20, 2013 at 9:03 AM, Bartek Skorupa (priv)
>  wrote:
>> Hey,
>> 
>> Nodes:
>> I just spotted strange behavior when adding links via 
>> NodeTree.links.new(from, to)
>> When something is linked to the input - newly created link doesn't remove 
>> this old link.
>> Before latest API changes - it worked ok. Old links were removed as expected.
>> Now after adding new link - two links are attached to one input which is by 
>> no means not what should happen.
>> Is this a desired behavior?
>> If so - how can I "remove" link?
>> 
>> Thanks
>> 
>> Cheers
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 19 mar 2013, at 15:10, Bartek Skorupa (priv) 
>>  wrote:
>> 
>>> How do I add 'REROUTE' node now?
>>> I tried 'CompositorNodeReroute', but it doesn't work.
>>> 
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 19 mar 2013, at 10:49, Lukas Tönne  wrote:
>>> 
>>>> Sorry, should have documented these changes better.
>>>> 
>>>> Here is a simple wiki page to collect all changes. The identifier
>>>> string change you ran into is the most important, most other things
>>>> should still work. Please let me know if you encounter more problems
>>>> of this sort:
>>>> 
>>>> http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes/API_changes
>>>> 
>>>> The sphinx error seems to be a missing default value in RNA, will try
>>>> to track it down.
>>>> 
>>>> On Tue, Mar 19, 2013 at 2:33 AM, INTERLICHTSPIELHAUS
>>>>  wrote:
>>>>> hi
>>>>> 
>>>>> just did a fresh svn update
>>>>> and a script just broke
>>>>> 
>>>>> i am creating a new shadernode with the following line
>>>>> 
>>>>> out_node = nodeTree.nodes.new('OUTPUT_MATERIAL')
>>>>> 
>>>>> i receive the following color
>>>>> RuntimeError: Error: Node type OUTPUT_MATERIAL undefined
>>>>> 
>>>>> could someone point me to online dox with the recent python api changes ?
>>>>> 
>>>>> when i try to run sphinx_doc_gen.py locally
>>>>> i get the following output + segmentation fault
>>>>> 
>>>>> /home/interlichtspielhaus/blender/doc/python_api/rst/bmesh.ops.rst
>>>>> RNA Warning: Current value "0" matches no enum in 'EnumProperty',
>>>>> 'addon_filter', 'default'
>>>>> 
>>>>> ./blender() [0x95f41e]
>>>>> /lib/x86_64-linux-gnu/libc.so.6(+0x364a0) [0x7fd9dd28c4a0]
>>>>> /lib/x86_64-linux-gnu/libc.so.6(+0x162c01) [0x7fd9dd3b8c01]
>>>>> ./blender(StringProperty_default_value_length+0x2b) [0x139772b]
>>>>> ./blender(RNA_property_string_length+0x61) [0x12fd831]
>>>>> ./blender(RNA_property_string_get_alloc+0x36) [0x12fd896]
>>>>> ./blender(pyrna_prop_to_py+0x168) [0xcc0b98]
>>>>> ./blender() [0xcc0ec0]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(+0xbf9cb) [0x7fd9e1aea9cb]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x6003)
>>>>> [0x7fd9e1a92743]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>>>> [0x7fd9e1a926a2]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>>>> [0x7fd9e1a95656]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>>>>> [0x7fd9e1a92135]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalCodeEx+0x816)
>>>>> [0x7fd9e1a95656]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x59f5)
>>>>> [0x7fd9e1a92135]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>>>> [0x7fd9e1a926a2]
>>>>> /usr/lib/x86_64-linux-gnu/libpython3.3m.so.1.0(PyEval_EvalFrameEx+0x5f62)
>>>>> [0x7fd9e1a926a2]
>>

[Bf-committers] scons build error r.55464

2013-03-21 Thread Bartek Skorupa (priv)
up to date.
scons: `/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_nla.a' 
is up to date.
scons: 
`/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_script.a' is 
up to date.
scons: 
`/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_text.a' is up 
to date.
scons: 
`/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_sequencer.a' 
is up to date.
scons: 
`/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_game.a' is up 
to date.
scons: 
`/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_console.a' is 
up to date.
scons: 
`/Users/Bartek/blender-build/build/darwin/lib/libbf_editors_space_userpref.a' 
is up to date.
Compiling ==> 'transform.c'
Linking library ==> 'libbf_editors_space_node.a'
Compiling ==> 'area.c'
Compiling ==> 'glutil.c'
Compiling ==> 'screen_context.c'
Compiling ==> 'screen_edit.c'
Compiling ==> 'screen_ops.c'
Compiling ==> 'screendump.c'
Compiling ==> 'paint_cursor.c'
Compiling ==> 'paint_hide.c'
Compiling ==> 'paint_image.c'
Compiling ==> 'paint_image_2d.c'
Compiling ==> 'paint_image_proj.c'
Compiling ==> 'paint_stroke.c'
Compiling ==> 'paint_utils.c'
Compiling ==> 'paint_vertex.c'
source/blender/editors/sculpt_paint/paint_cursor.c: In function ‘load_tex’:
source/blender/editors/sculpt_paint/paint_cursor.c:191: warning: ignoring 
#pragma omp parallel
source/blender/editors/transform/transform.c: In function ‘drawAutoKeyWarning’:
source/blender/editors/transform/transform.c:1688: error: invalid initializer
scons: *** 
[/Users/Bartek/blender-build/build/darwin/source/blender/editors/transform/transform.o]
 Error 1
scons: building terminated because of errors.



Thanks,

Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] scons build error r.55464

2013-03-22 Thread Bartek Skorupa (priv)
Hey,

I just compiled r.55501 using scons on Mac 10.8.3 with no problems. Thank you.

Bartek Skorupa

www.bartekskorupa.com

On 21 mar 2013, at 15:25, Bartek Skorupa (priv) 
 wrote:

> Hey,
> 
> I'm not sure if this is a right place to post this.
> I begun getting errors when compiling with scons. Everything worked fine till 
> yesterday evening (r.55452)
> MacOS 10.8.3
> XCode version: 4.5
> Is there anything I can do in user-config to avoid this or we begun to have 
> some general issue?
> 
> Here's the log:
> 
> 
> Updated to revision 55464.
> bartek-3:blender-build Bartek$ cd blender/
> bartek-3:blender Bartek$ python scons/scons.py -j9
> scons: Reading SConscript files ...
> Command-line arguments
>   No  command-line arguments given
> Command-line targets
>   No targets given, using default
> Using config file: build_files/scons/config/darwin-config.py
> Using user-config file: user-config.py
> Build with parallel jobs: 9
> Build with debug symbols: False
> Detected Xcode version: -- 4.5 --
> Available OS X SDKs:
>   Mac OS X 10.7   -sdk macosx10.7
>   OS X 10.8   -sdk macosx10.8
> 
> iOS SDKs:
>   iOS 6.0 -sdk iphoneos6.0
> 
> iOS Simulator SDKs:
>   Simulator - iOS 6.0 -sdk iphonesimulator6.0
> 
> Auto-setting available MacOSX SDK -> MacOSX10.7.sdk
> 3D_CONNEXION_CLIENT_LIBRARY not found, disabling WITH_BF_3DMOUSE
> JackOSX install not found, disabling WITH_BF_JACK
> Building in: /Users/Bartek/blender-build/build/darwin
> Configuring library bf_avi
> Configuring library bf_bmesh
> Configuring library bf_blenkernel
> Configuring library bf_blenkernel_mask
> Configuring library bf_blenlib
> Configuring library bf_blenloader
> Configuring library bf_gpu
> Configuring library bf_editor_datafiles
> Configuring library bf_editors_space_api
> Configuring library bf_editors_util
> Configuring library bf_editors_interface
> Configuring library bf_editor_io
> Configuring library bf_editors_animation
> Configuring library bf_editors_armature
> Configuring library bf_editors_mask
> Configuring library bf_editors_mesh
> Configuring library bf_editors_metaball
> Configuring library bf_editors_object
> Configuring library bf_editors_curve
> Configuring library bf_editors_gpencil
> Configuring library bf_editors_physics
> Configuring library bf_editors_render
> Configuring library bf_editors_sound
> Configuring library bf_editors_space_buttons
> Configuring library bf_editors_space_clip
> Configuring library bf_editors_space_file
> Configuring library bf_editors_space_image
> Configuring library bf_editors_space_info
> Configuring library bf_editors_space_graph
> Configuring library bf_editors_space_node
> Configuring library bf_editors_space_outliner
> Configuring library bf_editors_space_time
> Configuring library bf_editors_space_view3d
> Configuring library bf_editors_space_action
> Configuring library bf_editors_space_nla
> Configuring library bf_editors_space_script
> Configuring library bf_editors_space_text
> Configuring library bf_editors_space_sequencer
> Configuring library bf_editors_space_game
> Configuring library bf_editors_space_console
> Configuring library bf_editors_space_userpref
> Configuring library bf_editors_transform
> Configuring library bf_editors_screen
> Configuring library bf_editors_sculpt_paint
> Configuring library bf_editors_uvedit
> Configuring library bf_imbuf
> Configuring library bf_dna
> Configuring library bf_render
> Configuring library bf_render_raytrace
> Configuring library bf_nodes
> Configuring library bf_cmpnodes
> Configuring library bf_shdnodes
> Configuring library bf_texnodes
> Configuring library bf_modifiers
> Configuring library bf_ikplugin
> Configuring library bf_windowmanager
> Configuring library bf_blenfont
> Configuring library bf_rna
> Configuring library bf_python_bmesh
> Configuring library bf_python_ext
> Configuring library bf_python_mathutils
> Configuring library bf_python
> Configuring library bf_imbuf_dds
> Configuring library bf_imbuf_cineon
> Configuring library bf_imbuf_openexr
> Configuring library bf_quicktime
> Configuring library bf_collada
> Configuring library bf_composite
> Configuring library ge_blen_routines
> Configuring library ge_converter
> Configuring library ge_logic_expressions
> Configuring library ge_logic
> Configuring library ge_logic_ketsji
> Configuring library bf_network
> Configuring library ge_logic_ngnetwork
> Configuring library ge_logic_loopbacknetwork
> Configuring library ge_phys_dummy
> Configuring library ge_rasterizer
> Configuring library ge_oglra

[Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-25 Thread Bartek Skorupa (priv)
Hey,

After recent commits of node_efficiency_tools.py I as an author call this 
add-on ready.
All of the features that I had in mind have been included, documented on wiki 
and in video tutorial.
Recent API changes have taken into account.
It certainly will develop further, but at this stage it's IMHO ready to go 
trunk.

I'd like to ask for reviewing the code and hopefully permission to move this 
add-on to trunk.
https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/node_efficiency_tools.py

Here's the wiki page:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools

Tracker:
http://projects.blender.org/tracker/?func=detail&atid=468&aid=33543&group_id=153

Thread on blenderartists:
http://blenderartists.org/forum/showthread.php?274755-ADDON-Nodes-Efficiency-Tools


Many users appreciate this add-on and wish to have it in official Blender 
releases.
I declare to maintain the code.

Please let me know if you feel that it's worth including or not.


With Respect,

Bartek Skorupa

www.bartekskorupa.com

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Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-25 Thread Bartek Skorupa (priv)
Thank you for this quick review.
Yes you're right about my understanding of bl_label. I did mismatch this and I 
can change it, np.

About my 'option' properties:
In many cases I can change it to enums, but sometimes StringProperty is used 
because I need to pass more than one property in one go.
Say I need to set 3 properties:
prop1 = True
prop2 = True
prop3 = False

I wrap it in one StringProperty that gets the value of 'True True False' and 
then in execute I use string split( ), and eval to get 3 booleans.

Please take a look at line 1325 for example:
layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
Links").option = 'True True False'

option then is passed to execute of NodesLinkActiveToSelected and split.
see lines: 795 to 798:
option_split = self.option.split( )
replace = eval(option_split[0])
use_node_name = eval(option_split[1])
use_outputs_names = eval(option_split[2])

This way I get 3 variables out of one property 'option'

Is there a better way of doing it?

Another question:
Could you please explain me why using StringProperty instead of proper 
EnumProperty is wrong?
Is it a convention, speed issues or anything else?

Thank you in advance

Regards

Bartek Skorupa

www.bartekskorupa.com

On 25 mar 2013, at 15:24, Bastien Montagne  wrote:

> Hi Bartek,
> 
> Just did a (very quick) skim review of your addon, and I agree that 
> there are valuable features in it, worth moving it to trunk. However, I 
> noted at least two points that imho should be addressed before the move:
> 
> First, you seems to mismatch labels and tips of operators! E.g. instead 
> of this line:
> 
> bl_label = "Copy Settings of Active Node to Selected Nodes"
> 
> I would rather see those:
> 
> bl_label = "Copy Node Settings"
> bl_description = "Copy the settings of the active node to selected 
> ones"
> 
> The second point is, I think, more important. You should replace your 
> “multipurpose” "option" StringProperty by relevant properties. E.g.
> 
> # option: 'from active', 'from node', 'from socket'
> option = StringProperty()
> 
> Should be replaced by:
> 
> source = EnumProperty(name="Source", description="A relevant 
> description…", default='FROM_ACTIVE',
>   items=(('FROM_ACTIVE', "From Active", "A 
> relevant description…", 'ICON_NONE', 1),
>  ('FROM_NODE', "From Node", "A relevant 
> description…", 'ICON_NONE', 2),
>  ('FROM_SOCKET', "From Socket", "A 
> relevant description…", 'ICON_NONE', 3),
> )
>  )
> 
> (with relevant changes in other parts of the code).
> 
> Best regards,
> Bastien
> 
> On 25/03/2013 14:00, Bartek Skorupa (priv) wrote:
>> Hey,
>> 
>> After recent commits of node_efficiency_tools.py I as an author call this 
>> add-on ready.
>> All of the features that I had in mind have been included, documented on 
>> wiki and in video tutorial.
>> Recent API changes have taken into account.
>> It certainly will develop further, but at this stage it's IMHO ready to go 
>> trunk.
>> 
>> I'd like to ask for reviewing the code and hopefully permission to move this 
>> add-on to trunk.
>> https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/node_efficiency_tools.py
>> 
>> Here's the wiki page:
>> http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools
>> 
>> Tracker:
>> http://projects.blender.org/tracker/?func=detail&atid=468&aid=33543&group_id=153
>> 
>> Thread on blenderartists:
>> http://blenderartists.org/forum/showthread.php?274755-ADDON-Nodes-Efficiency-Tools
>> 
>> 
>> Many users appreciate this add-on and wish to have it in official Blender 
>> releases.
>> I declare to maintain the code.
>> 
>> Please let me know if you feel that it's worth including or not.
>> 
>> 
>> With Respect,
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> ___
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>> 
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Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-25 Thread Bartek Skorupa (priv)
Thank you for the explanation.
> props = layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
> Links").prop1 = True
> props.prop2 = True
> props.prop3 = False
Oops… I didn't know you can do it :-) Really…

Every day I learn something.
I will change all those properties accordingly.

Thank you once again

Regards

Bartek Skorupa

www.bartekskorupa.com

On 25 mar 2013, at 16:02, Bastien Montagne  wrote:

> Hi,
> 
> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>> Thank you for this quick review.
>> Yes you're right about my understanding of bl_label. I did mismatch this and 
>> I can change it, np.
>> 
>> About my 'option' properties:
>> In many cases I can change it to enums, but sometimes StringProperty is used 
>> because I need to pass more than one property in one go.
>> Say I need to set 3 properties:
>> prop1 = True
>> prop2 = True
>> prop3 = False
>> 
>> I wrap it in one StringProperty that gets the value of 'True True False' and 
>> then in execute I use string split( ), and eval to get 3 booleans.
>> 
>> Please take a look at line 1325 for example:
>> layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>> Links").option = 'True True False'
>> 
>> option then is passed to execute of NodesLinkActiveToSelected and split.
>> see lines: 795 to 798:
>> option_split = self.option.split( )
>> replace = eval(option_split[0])
>> use_node_name = eval(option_split[1])
>> use_outputs_names = eval(option_split[2])
>> 
>> This way I get 3 variables out of one property 'option'
>> 
>> Is there a better way of doing it?
> Yes there is! :)
> 
> In such case, you should do that:
> 
> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
> text="Replace Links").prop1 = True
> props.prop2 = True
> props.prop3 = False
> 
>> Another question:
>> Could you please explain me why using StringProperty instead of proper 
>> EnumProperty is wrong?
>> Is it a convention, speed issues or anything else?
> First of all, it is a convention. True/false options should be booleans, 
> options with a well defined set of choices should be enums, etc.
> 
> This also helps on documentation level (as each enum items has its own 
> label/description, you do not need comments in code, and doc can be 
> retrieved easily by multiple ways).
> 
> And there is also an UI interest, as using enums you can get a nice 
> drop-down list as a control, or you can even auto-generate a menu where 
> each entry will execute the operator with one of the options of the enum, …
> 
> By the way, note that if you have a set of related booleans options that 
> are not mutually exclusive, you can use an enum with 'ENUM_FLAG' option 
> (in that case you are just limited to at most 32 different flags - the 
> length of a classical integer ;) ).
> 
> Kind regards,
> Bastien
> 
>> Thank you in advance
>> 
>> Regards
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 25 mar 2013, at 15:24, Bastien Montagne  wrote:
>> 
>>> Hi Bartek,
>>> 
>>> Just did a (very quick) skim review of your addon, and I agree that
>>> there are valuable features in it, worth moving it to trunk. However, I
>>> noted at least two points that imho should be addressed before the move:
>>> 
>>> First, you seems to mismatch labels and tips of operators! E.g. instead
>>> of this line:
>>> 
>>> bl_label = "Copy Settings of Active Node to Selected Nodes"
>>> 
>>> I would rather see those:
>>> 
>>> bl_label = "Copy Node Settings"
>>> bl_description = "Copy the settings of the active node to selected
>>> ones"
>>> 
>>> The second point is, I think, more important. You should replace your
>>> “multipurpose” "option" StringProperty by relevant properties. E.g.
>>> 
>>> # option: 'from active', 'from node', 'from socket'
>>>     option = StringProperty()
>>> 
>>> Should be replaced by:
>>> 
>>> source = EnumProperty(name="Source", description="A relevant
>>> description…", default='FROM_ACTIVE',
>>>   items=(('FROM_ACTIVE', "From Active", "A
>>> relevant description…", 'ICON_NONE', 1),
>>>  

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-25 Thread Bartek Skorupa (priv)
Noticed that, thank you.
Bartek Skorupa

www.bartekskorupa.com

On 25 mar 2013, at 17:20, Bastien Montagne  wrote:

> On 25/03/2013 17:19, CoDEmanX wrote:
>> Proper formatting:
>> 
>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>> text="Replace Links")
>> 
>> props.prop1 = True
>> props.prop2 = True
>> props.prop3 = False
> 
> Yes, right, sorry… :/
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Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-25 Thread Bartek Skorupa (priv)
Hey,
@CoDEmanX:
I don't quite get what you mean by:
> But please don't do this if the amount of props varies (prop1-propN)! 
Could you elaborate, please?


Bartek Skorupa

www.bartekskorupa.com

On 25 mar 2013, at 17:19, CoDEmanX  wrote:

> Proper formatting:
> 
> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
> text="Replace Links")
> 
> props.prop1 = True
> props.prop2 = True
> props.prop3 = False
> 
> But please don't do this if the amount of props varies (prop1-propN)! 
> Use a CollectionProperty instead. I think i did this in the Game 
> Property Visulizer addon to replace the evil eval().
> 
> 
> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>> Thank you for the explanation.
>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>>> Links").prop1 = True
>>> props.prop2 = True
>>> props.prop3 = False
>> Oops… I didn't know you can do it :-) Really…
>> 
>> Every day I learn something.
>> I will change all those properties accordingly.
>> 
>> Thank you once again
>> 
>> Regards
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 25 mar 2013, at 16:02, Bastien Montagne  wrote:
>> 
>>> Hi,
>>> 
>>> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>>>> Thank you for this quick review.
>>>> Yes you're right about my understanding of bl_label. I did mismatch this 
>>>> and I can change it, np.
>>>> 
>>>> About my 'option' properties:
>>>> In many cases I can change it to enums, but sometimes StringProperty is 
>>>> used because I need to pass more than one property in one go.
>>>> Say I need to set 3 properties:
>>>> prop1 = True
>>>> prop2 = True
>>>> prop3 = False
>>>> 
>>>> I wrap it in one StringProperty that gets the value of 'True True False' 
>>>> and then in execute I use string split( ), and eval to get 3 booleans.
>>>> 
>>>> Please take a look at line 1325 for example:
>>>> layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>>>> Links").option = 'True True False'
>>>> 
>>>> option then is passed to execute of NodesLinkActiveToSelected and split.
>>>> see lines: 795 to 798:
>>>> option_split = self.option.split( )
>>>> replace = eval(option_split[0])
>>>> use_node_name = eval(option_split[1])
>>>> use_outputs_names = eval(option_split[2])
>>>> 
>>>> This way I get 3 variables out of one property 'option'
>>>> 
>>>> Is there a better way of doing it?
>>> Yes there is! :)
>>> 
>>> In such case, you should do that:
>>> 
>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>> text="Replace Links").prop1 = True
>>> props.prop2 = True
>>> props.prop3 = False
>>> 
>>>> Another question:
>>>> Could you please explain me why using StringProperty instead of proper 
>>>> EnumProperty is wrong?
>>>> Is it a convention, speed issues or anything else?
>>> First of all, it is a convention. True/false options should be booleans,
>>> options with a well defined set of choices should be enums, etc.
>>> 
>>> This also helps on documentation level (as each enum items has its own
>>> label/description, you do not need comments in code, and doc can be
>>> retrieved easily by multiple ways).
>>> 
>>> And there is also an UI interest, as using enums you can get a nice
>>> drop-down list as a control, or you can even auto-generate a menu where
>>> each entry will execute the operator with one of the options of the enum, …
>>> 
>>> By the way, note that if you have a set of related booleans options that
>>> are not mutually exclusive, you can use an enum with 'ENUM_FLAG' option
>>> (in that case you are just limited to at most 32 different flags - the
>>> length of a classical integer ;) ).
>>> 
>>> Kind regards,
>>> Bastien
>>> 
>>>> Thank you in advance
>>>> 
>>>> Regards
>>>> 
>>>> Bartek Skorupa
>>>> 
>>>> www.bartekskorupa.com
>>>> 
>>>> On 25 mar 2013, at 15:24, Bastien Montagne  wrote:
>>>> 
>>>>

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-26 Thread Bartek Skorupa (priv)
@ Bastien
Changed the code according to your guidelines.

Is the script now ok to go to trunk?
Thank you for your help.

Cheers,
Bartek Skorupa

www.bartekskorupa.com

On 25 mar 2013, at 17:33, Bartek Skorupa (priv) 
 wrote:

> Hey,
> @CoDEmanX:
> I don't quite get what you mean by:
>> But please don't do this if the amount of props varies (prop1-propN)! 
> Could you elaborate, please?
> 
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
> 
>> Proper formatting:
>> 
>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>> text="Replace Links")
>> 
>> props.prop1 = True
>> props.prop2 = True
>> props.prop3 = False
>> 
>> But please don't do this if the amount of props varies (prop1-propN)! 
>> Use a CollectionProperty instead. I think i did this in the Game 
>> Property Visulizer addon to replace the evil eval().
>> 
>> 
>> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>>> Thank you for the explanation.
>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>>>> Links").prop1 = True
>>>>props.prop2 = True
>>>>    props.prop3 = False
>>> Oops… I didn't know you can do it :-) Really…
>>> 
>>> Every day I learn something.
>>> I will change all those properties accordingly.
>>> 
>>> Thank you once again
>>> 
>>> Regards
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 25 mar 2013, at 16:02, Bastien Montagne  wrote:
>>> 
>>>> Hi,
>>>> 
>>>> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>>>>> Thank you for this quick review.
>>>>> Yes you're right about my understanding of bl_label. I did mismatch this 
>>>>> and I can change it, np.
>>>>> 
>>>>> About my 'option' properties:
>>>>> In many cases I can change it to enums, but sometimes StringProperty is 
>>>>> used because I need to pass more than one property in one go.
>>>>> Say I need to set 3 properties:
>>>>> prop1 = True
>>>>> prop2 = True
>>>>> prop3 = False
>>>>> 
>>>>> I wrap it in one StringProperty that gets the value of 'True True False' 
>>>>> and then in execute I use string split( ), and eval to get 3 booleans.
>>>>> 
>>>>> Please take a look at line 1325 for example:
>>>>> layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>>>>> Links").option = 'True True False'
>>>>> 
>>>>> option then is passed to execute of NodesLinkActiveToSelected and split.
>>>>> see lines: 795 to 798:
>>>>>option_split = self.option.split( )
>>>>>replace = eval(option_split[0])
>>>>>use_node_name = eval(option_split[1])
>>>>>use_outputs_names = eval(option_split[2])
>>>>> 
>>>>> This way I get 3 variables out of one property 'option'
>>>>> 
>>>>> Is there a better way of doing it?
>>>> Yes there is! :)
>>>> 
>>>> In such case, you should do that:
>>>> 
>>>>props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>>> text="Replace Links").prop1 = True
>>>>props.prop2 = True
>>>>props.prop3 = False
>>>> 
>>>>> Another question:
>>>>> Could you please explain me why using StringProperty instead of proper 
>>>>> EnumProperty is wrong?
>>>>> Is it a convention, speed issues or anything else?
>>>> First of all, it is a convention. True/false options should be booleans,
>>>> options with a well defined set of choices should be enums, etc.
>>>> 
>>>> This also helps on documentation level (as each enum items has its own
>>>> label/description, you do not need comments in code, and doc can be
>>>> retrieved easily by multiple ways).
>>>> 
>>>> And there is also an UI interest, as using enums you can get a nice
>>>> drop-down list as a control, or you can even auto-generate a menu where
>>>> each entry will execute the operator with one of the options of the enum, …
>>>> 
>>>> By the way, note that if you have a se

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-26 Thread Bartek Skorupa (priv)
I will ask Campbell for review.

If he reviews and say that it's ok - can I treat this as "You have a permission 
to move it to trunk"?

Thank you.

Cheers
Bartek Skorupa

www.bartekskorupa.com

On 26 mar 2013, at 17:01, Bastien Montagne  wrote:

> Yes, imho it's good for addons/ dir. Would be cool if you could get 
> Campbell (ideasman_42) to review it too in the next days, else just move 
> it! :)
> 
> Bastien
> 
> On 26/03/2013 16:54, Bartek Skorupa (priv) wrote:
>> @ Bastien
>> Changed the code according to your guidelines.
>> 
>> Is the script now ok to go to trunk?
>> Thank you for your help.
>> 
>> Cheers,
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 25 mar 2013, at 17:33, Bartek Skorupa 
>> (priv)  wrote:
>> 
>>> Hey,
>>> @CoDEmanX:
>>> I don't quite get what you mean by:
>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>> Could you elaborate, please?
>>> 
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
>>> 
>>>> Proper formatting:
>>>> 
>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>>>> text="Replace Links")
>>>> 
>>>> props.prop1 = True
>>>> props.prop2 = True
>>>> props.prop3 = False
>>>> 
>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>> Use a CollectionProperty instead. I think i did this in the Game
>>>> Property Visulizer addon to replace the evil eval().
>>>> 
>>>> 
>>>> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>>>>> Thank you for the explanation.
>>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>>>>> text="Replace Links").prop1 = True
>>>>>>props.prop2 = True
>>>>>>props.prop3 = False
>>>>> Oops… I didn't know you can do it :-) Really…
>>>>> 
>>>>> Every day I learn something.
>>>>> I will change all those properties accordingly.
>>>>> 
>>>>> Thank you once again
>>>>> 
>>>>> Regards
>>>>> 
>>>>> Bartek Skorupa
>>>>> 
>>>>> www.bartekskorupa.com
>>>>> 
>>>>> On 25 mar 2013, at 16:02, Bastien Montagne  wrote:
>>>>> 
>>>>>> Hi,
>>>>>> 
>>>>>> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>>>>>>> Thank you for this quick review.
>>>>>>> Yes you're right about my understanding of bl_label. I did mismatch 
>>>>>>> this and I can change it, np.
>>>>>>> 
>>>>>>> About my 'option' properties:
>>>>>>> In many cases I can change it to enums, but sometimes StringProperty is 
>>>>>>> used because I need to pass more than one property in one go.
>>>>>>> Say I need to set 3 properties:
>>>>>>> prop1 = True
>>>>>>> prop2 = True
>>>>>>> prop3 = False
>>>>>>> 
>>>>>>> I wrap it in one StringProperty that gets the value of 'True True 
>>>>>>> False' and then in execute I use string split( ), and eval to get 3 
>>>>>>> booleans.
>>>>>>> 
>>>>>>> Please take a look at line 1325 for example:
>>>>>>> layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>>>>>>> Links").option = 'True True False'
>>>>>>> 
>>>>>>> option then is passed to execute of NodesLinkActiveToSelected and split.
>>>>>>> see lines: 795 to 798:
>>>>>>>option_split = self.option.split( )
>>>>>>>replace = eval(option_split[0])
>>>>>>>use_node_name = eval(option_split[1])
>>>>>>>use_outputs_names = eval(option_split[2])
>>>>>>> 
>>>>>>> This way I get 3 variables out of one property 'option'
>>>>>>> 
>>>>>>> Is there a better way of doing it?
>>>>>> Yes there is! :)
>>>>>> 
>>

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-26 Thread Bartek Skorupa (priv)
Thank you very much.

Bartek Skorupa

www.bartekskorupa.com

On 26 mar 2013, at 17:53, CoDEmanX  wrote:

> if the number of properties you pass to an operator differ, e.g. one 
> prop per Custom Property of the active object, then you shouldn't do 
> something like
> 
> prop1 = ...
> prop2 = ...
> ...
> prop20 = ...
> 
> to allow for up to 20 properties be passed to the operator. Why? Cause 
> you don't need 20 properties if you mostly need to pass just one or two, 
> and there may be situations in which you need more than 20. So a fixed 
> amount is really bad.
> 
> Instead, you can use a CollectionProperty and add an item for every 
> element you need to pass.
> 
> Here's an example:
> 
> http://www.pasteall.org/40829/python
> 
> 
> If ideasman is fine with your code, then it's ok to move to trunk!
> 
> 
> Am 25.03.2013 17:33, schrieb Bartek Skorupa (priv):
>> Hey,
>> @CoDEmanX:
>> I don't quite get what you mean by:
>>> But please don't do this if the amount of props varies (prop1-propN)!
>> Could you elaborate, please?
>> 
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
>> 
>>> Proper formatting:
>>> 
>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>>> text="Replace Links")
>>> 
>>> props.prop1 = True
>>> props.prop2 = True
>>> props.prop3 = False
>>> 
>>> But please don't do this if the amount of props varies (prop1-propN)!
>>> Use a CollectionProperty instead. I think i did this in the Game
>>> Property Visulizer addon to replace the evil eval().
>>> 
>>> 
>>> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>>>> Thank you for the explanation.
>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>>>> text="Replace Links").prop1 = True
>>>>> props.prop2 = True
>>>>> props.prop3 = False
>>>> Oops… I didn't know you can do it :-) Really…
>>>> 
>>>> Every day I learn something.
>>>> I will change all those properties accordingly.
>>>> 
>>>> Thank you once again
>>>> 
>>>> Regards
>>>> 
>>>> Bartek Skorupa
>>>> 
>>>> www.bartekskorupa.com
>>>> 
>>>> On 25 mar 2013, at 16:02, Bastien Montagne  wrote:
>>>> 
>>>>> Hi,
>>>>> 
>>>>> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>>>>>> Thank you for this quick review.
>>>>>> Yes you're right about my understanding of bl_label. I did mismatch this 
>>>>>> and I can change it, np.
>>>>>> 
>>>>>> About my 'option' properties:
>>>>>> In many cases I can change it to enums, but sometimes StringProperty is 
>>>>>> used because I need to pass more than one property in one go.
>>>>>> Say I need to set 3 properties:
>>>>>> prop1 = True
>>>>>> prop2 = True
>>>>>> prop3 = False
>>>>>> 
>>>>>> I wrap it in one StringProperty that gets the value of 'True True False' 
>>>>>> and then in execute I use string split( ), and eval to get 3 booleans.
>>>>>> 
>>>>>> Please take a look at line 1325 for example:
>>>>>> layout.operator(NodesLinkActiveToSelected.bl_idname, text="Replace 
>>>>>> Links").option = 'True True False'
>>>>>> 
>>>>>> option then is passed to execute of NodesLinkActiveToSelected and split.
>>>>>> see lines: 795 to 798:
>>>>>> option_split = self.option.split( )
>>>>>> replace = eval(option_split[0])
>>>>>> use_node_name = eval(option_split[1])
>>>>>> use_outputs_names = eval(option_split[2])
>>>>>> 
>>>>>> This way I get 3 variables out of one property 'option'
>>>>>> 
>>>>>> Is there a better way of doing it?
>>>>> Yes there is! :)
>>>>> 
>>>>> In such case, you should do that:
>>>>> 
>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>>>> text="Replace Links").prop1 = True
>>>>> 

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-27 Thread Bartek Skorupa (priv)
Thank you Campbell, Bastien and CoDEmanX for reviewing my code.
I have implemented all of your suggestions.
All of the issues pointed in this review: 
https://codereview.appspot.com/7651047/diff/1/node_efficiency_tools.py#newcode103
 have been addressed.
The review has been done using not the latest version of the script, so some of 
the suggestions have been implemented earlier.
The script with all of those changes is version 2..1.4 and has been committed 
as revision: 4434.

Is it now ok to move it to trunk?

Thank you.

With Respect
Bartek Skorupa

www.bartekskorupa.com

On 26 mar 2013, at 17:55, Bartek Skorupa (priv) 
 wrote:

> Thank you very much.
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 26 mar 2013, at 17:53, CoDEmanX  wrote:
> 
>> if the number of properties you pass to an operator differ, e.g. one 
>> prop per Custom Property of the active object, then you shouldn't do 
>> something like
>> 
>> prop1 = ...
>> prop2 = ...
>> ...
>> prop20 = ...
>> 
>> to allow for up to 20 properties be passed to the operator. Why? Cause 
>> you don't need 20 properties if you mostly need to pass just one or two, 
>> and there may be situations in which you need more than 20. So a fixed 
>> amount is really bad.
>> 
>> Instead, you can use a CollectionProperty and add an item for every 
>> element you need to pass.
>> 
>> Here's an example:
>> 
>> http://www.pasteall.org/40829/python
>> 
>> 
>> If ideasman is fine with your code, then it's ok to move to trunk!
>> 
>> 
>> Am 25.03.2013 17:33, schrieb Bartek Skorupa (priv):
>>> Hey,
>>> @CoDEmanX:
>>> I don't quite get what you mean by:
>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>> Could you elaborate, please?
>>> 
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
>>> 
>>>> Proper formatting:
>>>> 
>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>>>> text="Replace Links")
>>>> 
>>>> props.prop1 = True
>>>> props.prop2 = True
>>>> props.prop3 = False
>>>> 
>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>> Use a CollectionProperty instead. I think i did this in the Game
>>>> Property Visulizer addon to replace the evil eval().
>>>> 
>>>> 
>>>> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>>>>> Thank you for the explanation.
>>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>>>>> text="Replace Links").prop1 = True
>>>>>>props.prop2 = True
>>>>>>props.prop3 = False
>>>>> Oops… I didn't know you can do it :-) Really…
>>>>> 
>>>>> Every day I learn something.
>>>>> I will change all those properties accordingly.
>>>>> 
>>>>> Thank you once again
>>>>> 
>>>>> Regards
>>>>> 
>>>>> Bartek Skorupa
>>>>> 
>>>>> www.bartekskorupa.com
>>>>> 
>>>>> On 25 mar 2013, at 16:02, Bastien Montagne  wrote:
>>>>> 
>>>>>> Hi,
>>>>>> 
>>>>>> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>>>>>>> Thank you for this quick review.
>>>>>>> Yes you're right about my understanding of bl_label. I did mismatch 
>>>>>>> this and I can change it, np.
>>>>>>> 
>>>>>>> About my 'option' properties:
>>>>>>> In many cases I can change it to enums, but sometimes StringProperty is 
>>>>>>> used because I need to pass more than one property in one go.
>>>>>>> Say I need to set 3 properties:
>>>>>>> prop1 = True
>>>>>>> prop2 = True
>>>>>>> prop3 = False
>>>>>>> 
>>>>>>> I wrap it in one StringProperty that gets the value of 'True True 
>>>>>>> False' and then in execute I use string split( ), and eval to get 3 
>>>>>>> booleans.
>>>>>>> 
>>>>>>> Please take a look at line 1325 for example:
>>>>>>> layout.operator(NodesLinkA

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-27 Thread Bartek Skorupa (priv)
Note about "Select Parent/Children":
This operator allows to select 'FRAME'  that wraps selected nodes or select all 
of the nodes that are "children" of selected 'FRAME'.
It's done using '[' and ']' keys.
Campbell said that it could be implemented on a higher level, but before it 
happens, I'd leave it in my code.
When this option is implemented I'll immediately remove this class from 
node_efficiency_tools.py

Bartek Skorupa

www.bartekskorupa.com

On 27 mar 2013, at 09:06, Bartek Skorupa (priv) 
 wrote:

> Thank you Campbell, Bastien and CoDEmanX for reviewing my code.
> I have implemented all of your suggestions.
> All of the issues pointed in this review: 
> https://codereview.appspot.com/7651047/diff/1/node_efficiency_tools.py#newcode103
>  have been addressed.
> The review has been done using not the latest version of the script, so some 
> of the suggestions have been implemented earlier.
> The script with all of those changes is version 2..1.4 and has been committed 
> as revision: 4434.
> 
> Is it now ok to move it to trunk?
> 
> Thank you.
> 
> With Respect
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 26 mar 2013, at 17:55, Bartek Skorupa (priv) 
>  wrote:
> 
>> Thank you very much.
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 26 mar 2013, at 17:53, CoDEmanX  wrote:
>> 
>>> if the number of properties you pass to an operator differ, e.g. one 
>>> prop per Custom Property of the active object, then you shouldn't do 
>>> something like
>>> 
>>> prop1 = ...
>>> prop2 = ...
>>> ...
>>> prop20 = ...
>>> 
>>> to allow for up to 20 properties be passed to the operator. Why? Cause 
>>> you don't need 20 properties if you mostly need to pass just one or two, 
>>> and there may be situations in which you need more than 20. So a fixed 
>>> amount is really bad.
>>> 
>>> Instead, you can use a CollectionProperty and add an item for every 
>>> element you need to pass.
>>> 
>>> Here's an example:
>>> 
>>> http://www.pasteall.org/40829/python
>>> 
>>> 
>>> If ideasman is fine with your code, then it's ok to move to trunk!
>>> 
>>> 
>>> Am 25.03.2013 17:33, schrieb Bartek Skorupa (priv):
>>>> Hey,
>>>> @CoDEmanX:
>>>> I don't quite get what you mean by:
>>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>> Could you elaborate, please?
>>>> 
>>>> 
>>>> Bartek Skorupa
>>>> 
>>>> www.bartekskorupa.com
>>>> 
>>>> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
>>>> 
>>>>> Proper formatting:
>>>>> 
>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>>>>> text="Replace Links")
>>>>> 
>>>>> props.prop1 = True
>>>>> props.prop2 = True
>>>>> props.prop3 = False
>>>>> 
>>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>>> Use a CollectionProperty instead. I think i did this in the Game
>>>>> Property Visulizer addon to replace the evil eval().
>>>>> 
>>>>> 
>>>>> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>>>>>> Thank you for the explanation.
>>>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname, 
>>>>>>> text="Replace Links").prop1 = True
>>>>>>>   props.prop2 = True
>>>>>>>   props.prop3 = False
>>>>>> Oops… I didn't know you can do it :-) Really…
>>>>>> 
>>>>>> Every day I learn something.
>>>>>> I will change all those properties accordingly.
>>>>>> 
>>>>>> Thank you once again
>>>>>> 
>>>>>> Regards
>>>>>> 
>>>>>> Bartek Skorupa
>>>>>> 
>>>>>> www.bartekskorupa.com
>>>>>> 
>>>>>> On 25 mar 2013, at 16:02, Bastien Montagne  wrote:
>>>>>> 
>>>>>>> Hi,
>>>>>>> 
>>>>>>> On 25/03/2013 15:51, Bartek Skorupa (priv) wrote:
>>>>>>>> Thank you for this quick review.
>>>>>>>> Yes you

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-27 Thread Bartek Skorupa (priv)
@Campbell
Thank you for cleaning up my code of node_efficiency_tools.py (revision 4435)
I assume that now it's ready to be moved to trunk, is it?
Do I have your permission to do it?

Thank you for your time.

With Respect
Bartek Skorupa


Revision: 4435
 
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4435
Author:   campbellbarton
Date: 2013-03-27 10:17:08 + (Wed, 27 Mar 2013)
Log Message:
---
minor code cleanup

Modified Paths:
--
   contrib/py/scripts/addons/node_efficiency_tools.py




On 27 mar 2013, at 09:14, Bartek Skorupa (priv) 
 wrote:

> Note about "Select Parent/Children":
> This operator allows to select 'FRAME'  that wraps selected nodes or select 
> all of the nodes that are "children" of selected 'FRAME'.
> It's done using '[' and ']' keys.
> Campbell said that it could be implemented on a higher level, but before it 
> happens, I'd leave it in my code.
> When this option is implemented I'll immediately remove this class from 
> node_efficiency_tools.py
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 27 mar 2013, at 09:06, Bartek Skorupa (priv) 
>  wrote:
> 
>> Thank you Campbell, Bastien and CoDEmanX for reviewing my code.
>> I have implemented all of your suggestions.
>> All of the issues pointed in this review: 
>> https://codereview.appspot.com/7651047/diff/1/node_efficiency_tools.py#newcode103
>>  have been addressed.
>> The review has been done using not the latest version of the script, so some 
>> of the suggestions have been implemented earlier.
>> The script with all of those changes is version 2..1.4 and has been 
>> committed as revision: 4434.
>> 
>> Is it now ok to move it to trunk?
>> 
>> Thank you.
>> 
>> With Respect
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 26 mar 2013, at 17:55, Bartek Skorupa (priv) 
>>  wrote:
>> 
>>> Thank you very much.
>>> 
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 26 mar 2013, at 17:53, CoDEmanX  wrote:
>>> 
>>>> if the number of properties you pass to an operator differ, e.g. one 
>>>> prop per Custom Property of the active object, then you shouldn't do 
>>>> something like
>>>> 
>>>> prop1 = ...
>>>> prop2 = ...
>>>> ...
>>>> prop20 = ...
>>>> 
>>>> to allow for up to 20 properties be passed to the operator. Why? Cause 
>>>> you don't need 20 properties if you mostly need to pass just one or two, 
>>>> and there may be situations in which you need more than 20. So a fixed 
>>>> amount is really bad.
>>>> 
>>>> Instead, you can use a CollectionProperty and add an item for every 
>>>> element you need to pass.
>>>> 
>>>> Here's an example:
>>>> 
>>>> http://www.pasteall.org/40829/python
>>>> 
>>>> 
>>>> If ideasman is fine with your code, then it's ok to move to trunk!
>>>> 
>>>> 
>>>> Am 25.03.2013 17:33, schrieb Bartek Skorupa (priv):
>>>>> Hey,
>>>>> @CoDEmanX:
>>>>> I don't quite get what you mean by:
>>>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>>> Could you elaborate, please?
>>>>> 
>>>>> 
>>>>> Bartek Skorupa
>>>>> 
>>>>> www.bartekskorupa.com
>>>>> 
>>>>> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
>>>>> 
>>>>>> Proper formatting:
>>>>>> 
>>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>>>>>> text="Replace Links")
>>>>>> 
>>>>>> props.prop1 = True
>>>>>> props.prop2 = True
>>>>>> props.prop3 = False
>>>>>> 
>>>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>>>> Use a CollectionProperty instead. I think i did this in the Game
>>>>>> Property Visulizer addon to replace the evil eval().
>>>>>> 
>>>>>> 
>>>>>> Am 25.03.2013 16:08, schrieb Bartek Skorupa (priv):
>>>>>>> Thank you for the explanation.
>>>>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idnam

Re: [Bf-committers] Node Efficiency Tools - can it go to trunk?

2013-03-27 Thread Bartek Skorupa (priv)
Final code clean up before moving to trunk:
revision 4436.
All suggested changes have been made.

I'd like to ask for final permission before I commit.
Thank you

With Respect

Bartek Skorupa

www.bartekskorupa.com

On 27 mar 2013, at 11:35, Bartek Skorupa (priv) 
 wrote:

> @Campbell
> Thank you for cleaning up my code of node_efficiency_tools.py (revision 4435)
> I assume that now it's ready to be moved to trunk, is it?
> Do I have your permission to do it?
> 
> Thank you for your time.
> 
> With Respect
> Bartek Skorupa
> 
> 
> Revision: 4435
> 
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4435
> Author:   campbellbarton
> Date: 2013-03-27 10:17:08 + (Wed, 27 Mar 2013)
> Log Message:
> ---
> minor code cleanup
> 
> Modified Paths:
> --
>   contrib/py/scripts/addons/node_efficiency_tools.py
> 
> 
> 
> 
> On 27 mar 2013, at 09:14, Bartek Skorupa (priv) 
>  wrote:
> 
>> Note about "Select Parent/Children":
>> This operator allows to select 'FRAME'  that wraps selected nodes or select 
>> all of the nodes that are "children" of selected 'FRAME'.
>> It's done using '[' and ']' keys.
>> Campbell said that it could be implemented on a higher level, but before it 
>> happens, I'd leave it in my code.
>> When this option is implemented I'll immediately remove this class from 
>> node_efficiency_tools.py
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 27 mar 2013, at 09:06, Bartek Skorupa (priv) 
>>  wrote:
>> 
>>> Thank you Campbell, Bastien and CoDEmanX for reviewing my code.
>>> I have implemented all of your suggestions.
>>> All of the issues pointed in this review: 
>>> https://codereview.appspot.com/7651047/diff/1/node_efficiency_tools.py#newcode103
>>>  have been addressed.
>>> The review has been done using not the latest version of the script, so 
>>> some of the suggestions have been implemented earlier.
>>> The script with all of those changes is version 2..1.4 and has been 
>>> committed as revision: 4434.
>>> 
>>> Is it now ok to move it to trunk?
>>> 
>>> Thank you.
>>> 
>>> With Respect
>>> Bartek Skorupa
>>> 
>>> www.bartekskorupa.com
>>> 
>>> On 26 mar 2013, at 17:55, Bartek Skorupa (priv) 
>>>  wrote:
>>> 
>>>> Thank you very much.
>>>> 
>>>> Bartek Skorupa
>>>> 
>>>> www.bartekskorupa.com
>>>> 
>>>> On 26 mar 2013, at 17:53, CoDEmanX  wrote:
>>>> 
>>>>> if the number of properties you pass to an operator differ, e.g. one 
>>>>> prop per Custom Property of the active object, then you shouldn't do 
>>>>> something like
>>>>> 
>>>>> prop1 = ...
>>>>> prop2 = ...
>>>>> ...
>>>>> prop20 = ...
>>>>> 
>>>>> to allow for up to 20 properties be passed to the operator. Why? Cause 
>>>>> you don't need 20 properties if you mostly need to pass just one or two, 
>>>>> and there may be situations in which you need more than 20. So a fixed 
>>>>> amount is really bad.
>>>>> 
>>>>> Instead, you can use a CollectionProperty and add an item for every 
>>>>> element you need to pass.
>>>>> 
>>>>> Here's an example:
>>>>> 
>>>>> http://www.pasteall.org/40829/python
>>>>> 
>>>>> 
>>>>> If ideasman is fine with your code, then it's ok to move to trunk!
>>>>> 
>>>>> 
>>>>> Am 25.03.2013 17:33, schrieb Bartek Skorupa (priv):
>>>>>> Hey,
>>>>>> @CoDEmanX:
>>>>>> I don't quite get what you mean by:
>>>>>>> But please don't do this if the amount of props varies (prop1-propN)!
>>>>>> Could you elaborate, please?
>>>>>> 
>>>>>> 
>>>>>> Bartek Skorupa
>>>>>> 
>>>>>> www.bartekskorupa.com
>>>>>> 
>>>>>> On 25 mar 2013, at 17:19, CoDEmanX  wrote:
>>>>>> 
>>>>>>> Proper formatting:
>>>>>>> 
>>>>>>> props = layout.operator(NodesLinkActiveToSelected.bl_idname,
>>>&

Re: [Bf-committers] Node Efficiency Tools - moved to trunk

2013-03-27 Thread Bartek Skorupa (priv)
Thank you very much Campbell for your changes.
I was so excited about possibility to move the Add On to trunk that I missed 
those other mixed cases that you corrected. Sorry for that and once again - 
thank you.

With Respect
Bartek Skorupa

www.bartekskorupa.com

On 27 mar 2013, at 19:34, Campbell Barton  wrote:

> On Wed, Mar 27, 2013 at 10:49 PM, Bartek Skorupa (priv)
>  wrote:
>> Final code clean up before moving to trunk:
>> revision 4436.
>> All suggested changes have been made.
>> 
>> I'd like to ask for final permission before I commit.
>> Thank you
>> 
>> With Respect
>> 
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 27 mar 2013, at 11:35, Bartek Skorupa (priv) 
>>  wrote:
>> 
>>> @Campbell
>>> Thank you for cleaning up my code of node_efficiency_tools.py (revision 
>>> 4435)
>>> I assume that now it's ready to be moved to trunk, is it?
>>> Do I have your permission to do it?
>>> 
>>> Thank you for your time.
>>> 
>>> With Respect
>>> Bartek Skorupa
>>> 
>>> 
>>> Revision: 4435
>>>
>>> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4435
>>> Author:   campbellbarton
>>> Date: 2013-03-27 10:17:08 + (Wed, 27 Mar 2013)
>>> Log Message:
>>> ---
>>> minor code cleanup
>>> 
>>> Modified Paths:
>>> --
>>>  contrib/py/scripts/addons/node_efficiency_tools.py
>>> 
>>> 
>>> 
>>> 
>>> On 27 mar 2013, at 09:14, Bartek Skorupa (priv) 
>>>  wrote:
>>> 
>>>> Note about "Select Parent/Children":
>>>> This operator allows to select 'FRAME'  that wraps selected nodes or 
>>>> select all of the nodes that are "children" of selected 'FRAME'.
>>>> It's done using '[' and ']' keys.
>>>> Campbell said that it could be implemented on a higher level, but before 
>>>> it happens, I'd leave it in my code.
>>>> When this option is implemented I'll immediately remove this class from 
>>>> node_efficiency_tools.py
>>>> 
>>>> Bartek Skorupa
>>>> 
>>>> www.bartekskorupa.com
>>>> 
>>>> On 27 mar 2013, at 09:06, Bartek Skorupa (priv) 
>>>>  wrote:
>>>> 
>>>>> Thank you Campbell, Bastien and CoDEmanX for reviewing my code.
>>>>> I have implemented all of your suggestions.
>>>>> All of the issues pointed in this review: 
>>>>> https://codereview.appspot.com/7651047/diff/1/node_efficiency_tools.py#newcode103
>>>>>  have been addressed.
>>>>> The review has been done using not the latest version of the script, so 
>>>>> some of the suggestions have been implemented earlier.
>>>>> The script with all of those changes is version 2..1.4 and has been 
>>>>> committed as revision: 4434.
>>>>> 
>>>>> Is it now ok to move it to trunk?
>>>>> 
>>>>> Thank you.
>>>>> 
>>>>> With Respect
>>>>> Bartek Skorupa
>>>>> 
>>>>> www.bartekskorupa.com
>>>>> 
>>>>> On 26 mar 2013, at 17:55, Bartek Skorupa (priv) 
>>>>>  wrote:
>>>>> 
>>>>>> Thank you very much.
>>>>>> 
>>>>>> Bartek Skorupa
>>>>>> 
>>>>>> www.bartekskorupa.com
>>>>>> 
>>>>>> On 26 mar 2013, at 17:53, CoDEmanX  wrote:
>>>>>> 
>>>>>>> if the number of properties you pass to an operator differ, e.g. one
>>>>>>> prop per Custom Property of the active object, then you shouldn't do
>>>>>>> something like
>>>>>>> 
>>>>>>> prop1 = ...
>>>>>>> prop2 = ...
>>>>>>> ...
>>>>>>> prop20 = ...
>>>>>>> 
>>>>>>> to allow for up to 20 properties be passed to the operator. Why? Cause
>>>>>>> you don't need 20 properties if you mostly need to pass just one or two,
>>>>>>> and there may be situations in which you need more than 20. So a fixed
>>>>>>> amount is really bad.
>>>>>>> 
>>>>>>> 

Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-06 Thread Bartek Skorupa (priv)
igned for off-axis approach and shifting needs to be done after 
rendering. However only small changes are needed to make shifting before 
rendering possible.
The way it works is as follows:
We have the scene with a single camera. We select this camera, hit Shift-Alt-T 
and the stereo setup is created.
Our initially selected camera becomes the "left" camera. Second camera (right) 
is created. It's parented to "left" (left camera is the pivot of the rig). 
Camera data of "right" are set such that focal length and sensor size of "left" 
and "right" are linked together. Cameras are parallel. Shift for "right" camera 
is applied such that the "near plane" is placed on screen. This shift is not 
treated as the target shift, it only set's the starting point for shifting in 
post-production. All transform properties of "right" are locked. location.x of 
"right" is driven and take all of the needed data into account to create a 
"proper" Stereo Base.
Two additional objects are added - planes representing "near plane" and "far 
plane". User needs to position them such that near plane is placed at the 
distance of the nearest object in the scene and far plane at the distance of 
the furthest object in the scene.
Driver of "right" camera's location.x takes locations of those planes into 
account and sets stereo base such that pixel separation doesn't exceed the 
value specified by the user.
"right" camera has custom properties assigned to it. First of them is "Depth 
Bracket" and here the user specifies desired depth bracket in pixels. "FP 
Influence" is a parameter that specifies the influence of "Far Plane" on the 
location.x of the right camera. By default it's set to 1.0 (full influence), 
but the user can set it to 0.0 and then everything is calculated as if the 
furthest object is in infinity. Third property "FP/NP Minimum Ratio" prevents 
from setting too big stereo base when the volume of the scene is shallow 
(distance between FP and NP is low).
Rendering needs to be set up manually. No additional scenes are created, We 
need to simply manually render everything using "left" camera and then using 
the "right" camera.

Link to the AddOn: https://dl.dropbox.com/u/18831655/object_stereo_setup.zip

All of the calculations used in this AddOn were made by me from scratch. I 
tested them and I'm sure about them, however I can't link to any documents that 
could prove it. That's simply because I was not basing on any existing 
formulas, I made my own calculations basing on my own notes and sketches.


5.
This is just a small comment to the document the Sean Olson referred to and 
Dalai commented (quotes below)
In Slide 19 I found a huge mistake. It states as follows:

>>>"When two views of an object are identical it tells your brain that they are 
>>>at infinity, at least in terms of convergence and stereo disparity."<<< 

WRONG! When two view of an object are identical it tells your brain that they 
are ON THE SCREEN.
When positive parallax of an object equals the distance between viewer's eyes - 
they appear at infinity.

On 3 kwi 2013, at 07:12, Dalai Felinto  wrote:
> Interesting, thanks for the link Sean. Slide 19 illustrates very well a
> problem I was trying to argue with Ton the other day. Basically UI on top
> of the stereo-3d view (mis)leads to confusing depth cues.

referring to:
> http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf



With Respect

Bartek Skorupa

www.bartekskorupa.com


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Re: [Bf-committers] Stereoscopy Implementation Proposal

2013-04-07 Thread Bartek Skorupa (priv)

Oops, I was so fixed on standard stereo displayed on screens, that I didn't 
notice what this presentation is about. Sorry.

Cheers
Bartek Skorupa

Sent from my iPhone

On 6 kwi 2013, at 23:27, Harley Acheson  wrote:

> Bartek,
> 
>> WRONG! When two view of an object are identical it tells your brain that
> they are ON THE SCREEN.
>> When positive parallax of an object equals the distance between viewer's
> eyes - they appear at infinity.
> 
> To be fair, he's not wrong. But neither are you, since you are both talking
> about different things...
> 
> You are right in that if you present the same image onto a *screen* in
> front of the user then it will appear to be at the depth of the screen
> itself.  Really no different than a normal 2D image on the screen and the
> user can determine the distance to it using convergence.  Your right eye
> has to look a little to the left, and the left eye rotates a little to the
> right, the amount of which your brain uses to gauge the distance.
> 
> However, the presentation was talking about VR headsets like the Oculus
> Rift.  Present an identical image to each eye on this type of headset and
> you no longer have convergence to determine depth.  Each eye will stare
> straight forward in this case and your brain will therefore place the image
> at infinity as was mentioned in the presentation.
> 
> Cheers, Harley
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Re: [Bf-committers] Blender 2.67a release AHOY! (again) - addons revision

2013-05-24 Thread Bartek Skorupa (priv)
Hey,

In the AHOY call it's said that revision 4542 for addons should be used.
I noticed however that the changes that I committed in 4514, 4515, 4534, 4537, 
4538 and 4541 are not included in 2.67a release even though they are earlier 
than 4542.
That's a pity as those commits were mostly bug fixes.

Is there a reason for that or this is a mistake?
(I am talking about Mac OS 64bit version).

With Respect,
Bartek Skorupa

www.bartekskorupa.com

On 20 maj 2013, at 23:17, Campbell Barton  wrote:

> Given some days to make sure no regressions/show-stoppers were
> reported, looks like we're really ready this time.
> 
> Information for platform maintainers:
> tag: blender-2.67a-release
> tag revision: 56914
> addons revision: 4542
> locale revision: 1888
> 
> To avoid doing a full checkout of svn.
> 
> # first ensure no local changes
> svn revert -R .
> # check for no additional source files
> svn st
> # switch to the release tag
> svn switch 
> https://svn.blender.org/svnroot/bf-blender/tags/blender-2.67a-release/blender
> 
> -- 
> - Campbell
> ___
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Re: [Bf-committers] Blender 2.67a release AHOY! (again) - addons revision

2013-05-24 Thread Bartek Skorupa (priv)
Thank you. Next time I'll do it properly.

Bartek Skorupa

www.bartekskorupa.com

On 24 maj 2013, at 12:14, Campbell Barton  wrote:

> On Fri, May 24, 2013 at 7:16 PM, Bartek Skorupa (priv)
>  wrote:
>> Hey,
>> 
>> In the AHOY call it's said that revision 4542 for addons should be used.
>> I noticed however that the changes that I committed in 4514, 4515, 4534, 
>> 4537, 4538 and 4541 are not included in 2.67a release even though they are 
>> earlier than 4542.
>> That's a pity as those commits were mostly bug fixes.
>> 
>> Is there a reason for that or this is a mistake?
>> (I am talking about Mac OS 64bit version).
>> 
>> With Respect,
>> Bartek Skorupa
> 
> This isn't a mistake, for new addon commits to be included in a bugfix
> release we would have had to merge them into the addon tag (which we
> did for a few fixes), but this doesn't happen automatic.
> 
> Next time reply on the mailing list with bug-fix revisions to be
> included. (there was a thread about which revs to include)
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Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013

2013-05-27 Thread Bartek Skorupa (priv)
> - Campbell Barton made an initial list of fixes of he likes to see included 
> in an update:
> http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix

Maybe now is the good moment to ask for including some of my commits to addons?
I made some changes to node_efficiency_tools.py and most of them fix bugs, so 
maybe it would be good to have them included.

Here's the list of commits:
4514, 4515, 4534, 4537, 4538 and 4541

Thank you in advice.

Bartek Skorupa

www.bartekskorupa.com

On 26 maj 2013, at 17:39, Ton Roosendaal  wrote:

> Hi all,
> 
> Here are the notes for the weekly developer meeting in irc.freenode.net 
> #blendercoders
> 
> 1) Blender 2.67a review
> 
> - Right after the 2.67a a couple of bugs were reported and fixed... 
> especially features that worked in 2.66 before should be in a release.
> Proposal is to ask the release team to make a new build this week.
> 
> - Campbell Barton made an initial list of fixes of he likes to see included 
> in an update:
> http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
> 
> - We'll review the list in irc and on this list. These will go in the svn 
> release branch, so we can update a bugfix-2.67 simply.
> 
> - Tuesday an ahoy is expected for it.
> 
> - Meeting spent some time on a review why this happened, it's mix of bad 
> luck, and too much maintenance work in BCon3/4 periods. In general, keeping a 
> 'stable' branch around and update as frequently as possible is never bad.
> 
> 2) 2.68 targets
> 
> - Dalai Felinto makes great progress on stereoscopic rendering/compositing 
> and viewing. https://github.com/dfelinto/blender/tree/multiview
> It's unsure still if this will be ready for 2.68. Code review will start 
> a.s.a.p.
> 
> - Bastien Montagne is almost done with Linux OpenEXR 2.0 install-deps script.
> 
> - Release target list has been updated, We now move to "BCon2":
> http://wiki.blender.org/index.php/Dev:Doc/Projects#2.6x_release_cycle
> 
> 3) Other projects
> 
> - Campbell and Sergey Sharybin (and others) are testing converting svn 
> history to git. There's also tests going on with Phabricator.
> 
> A more formal proposal for git migration is coming, a feasible target for 
> migration is October this year.
> 
> - Sergey: The Tomato branch has a WIP feature, mask tracking!
> http://download.blender.org/ftp/incoming/mask_tracking_test.avi
> This is not a release target yet, get the tomato branch for testing.
> 
> - Leap Motion device seed has started, we wait a bit for it to arrive 
> everywhere. There's a developer from Leap who already added support for the 
> BGE, he will be connecting with us soonish.
> 
> 4) Google Summer of Code
> 
> - Tomorrow 19 UTC Google will announce the official results. Shortly after 
> the http://code.blender.org blog will introduce the students and their 
> projects.
> 
> 
> 
> -Ton-
> 
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> 
> 
> 
> ___
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Re: [Bf-committers] Blender developer weekly meeting notes - May 26, 2013

2013-05-27 Thread Bartek Skorupa (priv)
… Of course I wanted to thank you IN ADVANCE, not "in advice" :-)


Bartek Skorupa

www.bartekskorupa.com

On 27 maj 2013, at 10:44, Bartek Skorupa (priv) 
 wrote:

>> - Campbell Barton made an initial list of fixes of he likes to see included 
>> in an update:
>> http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
> 
> Maybe now is the good moment to ask for including some of my commits to 
> addons?
> I made some changes to node_efficiency_tools.py and most of them fix bugs, so 
> maybe it would be good to have them included.
> 
> Here's the list of commits:
> 4514, 4515, 4534, 4537, 4538 and 4541
> 
> Thank you in advice.
> 
> Bartek Skorupa
> 
> www.bartekskorupa.com
> 
> On 26 maj 2013, at 17:39, Ton Roosendaal  wrote:
> 
>> Hi all,
>> 
>> Here are the notes for the weekly developer meeting in irc.freenode.net 
>> #blendercoders
>> 
>> 1) Blender 2.67a review
>> 
>> - Right after the 2.67a a couple of bugs were reported and fixed... 
>> especially features that worked in 2.66 before should be in a release.
>> Proposal is to ask the release team to make a new build this week.
>> 
>> - Campbell Barton made an initial list of fixes of he likes to see included 
>> in an update:
>> http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
>> 
>> - We'll review the list in irc and on this list. These will go in the svn 
>> release branch, so we can update a bugfix-2.67 simply.
>> 
>> - Tuesday an ahoy is expected for it.
>> 
>> - Meeting spent some time on a review why this happened, it's mix of bad 
>> luck, and too much maintenance work in BCon3/4 periods. In general, keeping 
>> a 'stable' branch around and update as frequently as possible is never bad.
>> 
>> 2) 2.68 targets
>> 
>> - Dalai Felinto makes great progress on stereoscopic rendering/compositing 
>> and viewing. https://github.com/dfelinto/blender/tree/multiview
>> It's unsure still if this will be ready for 2.68. Code review will start 
>> a.s.a.p.
>> 
>> - Bastien Montagne is almost done with Linux OpenEXR 2.0 install-deps script.
>> 
>> - Release target list has been updated, We now move to "BCon2":
>> http://wiki.blender.org/index.php/Dev:Doc/Projects#2.6x_release_cycle
>> 
>> 3) Other projects
>> 
>> - Campbell and Sergey Sharybin (and others) are testing converting svn 
>> history to git. There's also tests going on with Phabricator.
>> 
>> A more formal proposal for git migration is coming, a feasible target for 
>> migration is October this year.
>> 
>> - Sergey: The Tomato branch has a WIP feature, mask tracking!
>> http://download.blender.org/ftp/incoming/mask_tracking_test.avi
>> This is not a release target yet, get the tomato branch for testing.
>> 
>> - Leap Motion device seed has started, we wait a bit for it to arrive 
>> everywhere. There's a developer from Leap who already added support for the 
>> BGE, he will be connecting with us soonish.
>> 
>> 4) Google Summer of Code
>> 
>> - Tomorrow 19 UTC Google will announce the official results. Shortly after 
>> the http://code.blender.org blog will introduce the students and their 
>> projects.
>> 
>> 
>> 
>> -Ton-
>> 
>> 
>> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
>> Chairman Blender Foundation - Producer Blender Institute
>> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>> 
>> 
>> 
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Re: [Bf-committers] Blender 2.67b release AHOY!

2013-05-30 Thread Bartek Skorupa (priv)
Hi,

It seems that I made a mistake that I would like to apologize for.
On May 27th I made a list of my commits that I wanted to be included in 2.67b 
release.
It is all related to node_efficiency_tools.py add on.

In trunk the version is ok, but in my list I omitted one very important commit 
that removed one syntax error.
My list was as follows:

Here's the list of commits:
4514, 4515, 4534, 4537, 4538 and 4541

I ommited commit 4539 that was:

Revision: 4539
 
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4539
Author:   bartekskorupa
Date: 2013-05-17 17:45:56 + (Fri, 17 May 2013)
Log Message:
---
Bug fix. Simple syntax error. Sorry

Modified Paths:
--
   trunk/py/scripts/addons/node_efficiency_tools.py

Modified: trunk/py/scripts/addons/node_efficiency_tools.py
===
--- trunk/py/scripts/addons/node_efficiency_tools.py2013-05-17 17:20:20 UTC 
(rev 4538)
+++ trunk/py/scripts/addons/node_efficiency_tools.py2013-05-17 17:45:56 UTC 
(rev 4539)
@@ -1124,7 +1124,7 @@
valid = False
if (space.type == 'NODE_EDITOR' and
space.node_tree is not None and
-context.active_node is not None and
+context.active_node is not None
):
valid = True
return valid

Because this commit was omitted now in official release we have syntax error.
This is my mistake. I did fix the bug, but when creating list of commits to be 
included I omitted this very important one.
I am very sorry for that.
Is there any way of fixing this at this point?

With Respect
Bartek Skorupa

www.bartekskorupa.com

On 29 maj 2013, at 19:51, Campbell Barton  wrote:

> Lets hope this is the last 2.67 release :)
> 
> Information for platform maintainers:
> tag: blender-2.67b-release
> tag revision: 57123
> addons revision: 4542
> locale revision: 1888
> 
> To avoid doing a full checkout of svn.
> 
> # first ensure no local changes
> svn revert -R .
> # check for no additional source files
> svn st
> # switch to the release tag
> svn switch 
> https://svn.blender.org/svnroot/bf-blender/tags/blender-2.67b-release/blender
> 
> For reference, list of revs merged:
> http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
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Re: [Bf-committers] Blender 2.67b release AHOY!

2013-06-03 Thread Bartek Skorupa (priv)
Hi Ton,

This is a good lesson for me. I am very sorry for what happened.

With Respect
Bartek Skorupa

www.bartekskorupa.com

On 31 maj 2013, at 10:21, Ton Roosendaal  wrote:

> Hi Bartek,
> 
> For our releases we try to keep everyone stick to "only add crucial fixes" in 
> the last weeks before a release, and certainly for an 'a' update.
> 
> I've just checked a few of your commits, but it appears to be regular 
> maintenance and development work as well.
> 
> Add-ons in a release should go via the same ruling as the rest of code. I am 
> not following the add-on tracker commit mails though, might well be happening 
> already :)
> 
> Anyway - perfect releases don't exist. I propose to add a short note on the 
> download page about the Node Efficiency Tools and link to where the update 
> can be loaded.
> 
> We're now 3 weeks after the 2.67 release too, with a bi-monthly cycle a next 
> release would happen within 5-6 six weeks anyway. Let's try to do better next 
> time, and just communicate well about unfortunate errors. 
> 
> -Ton-
> 
> 
> Ton Roosendaal  -  t...@blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> 
> 
> 
> On 30 May, 2013, at 20:36, Bartek Skorupa (priv) wrote:
> 
>> Hi,
>> 
>> It seems that I made a mistake that I would like to apologize for.
>> On May 27th I made a list of my commits that I wanted to be included in 
>> 2.67b release.
>> It is all related to node_efficiency_tools.py add on.
>> 
>> In trunk the version is ok, but in my list I omitted one very important 
>> commit that removed one syntax error.
>> My list was as follows:
>> 
>> Here's the list of commits:
>> 4514, 4515, 4534, 4537, 4538 and 4541
>> 
>> I ommited commit 4539 that was:
>> 
>> Revision: 4539
>>
>> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4539
>> Author:   bartekskorupa
>> Date: 2013-05-17 17:45:56 + (Fri, 17 May 2013)
>> Log Message:
>> ---
>> Bug fix. Simple syntax error. Sorry
>> 
>> Modified Paths:
>> --
>>  trunk/py/scripts/addons/node_efficiency_tools.py
>> 
>> Modified: trunk/py/scripts/addons/node_efficiency_tools.py
>> ===
>> --- trunk/py/scripts/addons/node_efficiency_tools.py 2013-05-17 17:20:20 UTC 
>> (rev 4538)
>> +++ trunk/py/scripts/addons/node_efficiency_tools.py 2013-05-17 17:45:56 UTC 
>> (rev 4539)
>> @@ -1124,7 +1124,7 @@
>>   valid = False
>>   if (space.type == 'NODE_EDITOR' and
>>   space.node_tree is not None and
>> -context.active_node is not None and
>> +context.active_node is not None
>>   ):
>>   valid = True
>>   return valid
>> 
>> Because this commit was omitted now in official release we have syntax error.
>> This is my mistake. I did fix the bug, but when creating list of commits to 
>> be included I omitted this very important one.
>> I am very sorry for that.
>> Is there any way of fixing this at this point?
>> 
>> With Respect
>> Bartek Skorupa
>> 
>> www.bartekskorupa.com
>> 
>> On 29 maj 2013, at 19:51, Campbell Barton  wrote:
>> 
>>> Lets hope this is the last 2.67 release :)
>>> 
>>> Information for platform maintainers:
>>> tag: blender-2.67b-release
>>> tag revision: 57123
>>> addons revision: 4542
>>> locale revision: 1888
>>> 
>>> To avoid doing a full checkout of svn.
>>> 
>>> # first ensure no local changes
>>> svn revert -R .
>>> # check for no additional source files
>>> svn st
>>> # switch to the release tag
>>> svn switch 
>>> https://svn.blender.org/svnroot/bf-blender/tags/blender-2.67b-release/blender
>>> 
>>> For reference, list of revs merged:
>>> http://wiki.blender.org/index.php/User:Ideasman42/267b_bugfix
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> 
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Re: [Bf-committers] [Bf-extensions-cvs] [ff8ac35] master: Merge branch 'master' of git.blender.org:blender-addons

2013-11-18 Thread Bartek Skorupa (priv)
It seems that this "merge" just reverted two of my commits in addons.
Should I re-commit?
I don't want to create more mess.

Bartek Skorupa

www.bartekskorupa.com

On 18 lis 2013, at 20:21, Maurice Raybaud  wrote:

> Commit: ff8ac3525a3efc19cc598fe12411084dc2e42464
> Author: Maurice Raybaud
> Date:   Mon Nov 18 20:08:16 2013 +0100
> http://developer.blender.org/rBAff8ac3525a3efc19cc598fe12411084dc2e42464
> 
> Merge branch 'master' of git.blender.org:blender-addons
> 
> ===
> 
> 
> 
> ===
> 
> 
> 
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